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Question by miscanadian · Jan 20, 2017 at 08:43 AM · unity 5physicsrigidbodygravityball

Physics for ball on an incline: rolling up a hill if half way up

Ok I'm currently trying to program proper gravity physics on a ball.

Currently (in semi pseudo code here):

 //in FixedUpdate()
 if (isGrounded)
 {
         NetForce.x = mgForce * Math.Sin(A) * Math.Cos(A);
         NetForce.y = mgForce * Math.Sin(A) * Math.Cos(A);
 }
 else
 NetForce = mgForce
 Debug.Log("Angle: " + A + " Force: " + NetForce;
 
 player.AddForce(NetForce, ForceMode.Acceleration);
         
 
  //in OnCollisionStay()
 //using an int for now 
 angle = (int) Vector3.Angle(Vector.up, collision.contacts[0].normal);
 Vector3 cross;
 cross = Vector3.Cross(Vector3.up, collision.contacts[0].normal);
 if (cross.z < 0)
         angle = -angle;


For the most part this works, but if the ball is travelling up an incline (from external force or it's previous force of rolling down a hill) the ball will travel up.

The Log tells me at the perfect half way point of the ramp, the angle gradually becomes a reverse angle.

Is this because of the normal? I'm using a unity cube for the ramp to test and write this script with no bump map.I've attempted writing this code with ray casting instead but i only ever got a 90 degree back, should I use this instead if the collision normal is causing the problem?

Am I doing this completely wrong? is there a better way of scripting physics for a ball in Unity? As far as I could tell, the default gravity is a constant velocity downwards and doesn't act real on an incline whatsoever.

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Answer by Mrblue630 · Jun 12, 2017 at 09:09 AM

Just use rigidbody physics, and tick 'use gravity'

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