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Question by Blanketsniffer · Apr 15, 2019 at 05:17 PM · physicsrigidbody

AddRelativeForce() does not add the force relatively

I have want to add force to a Rigidbody by dragging mouse on the screen. even though I have transformed screen coordinates to the world coordinates and rotation of the Rigidbody looks at the coordinates where the mouse button is released, When I add relative force by AddRelativeForce ball goes directly forward.

 public GameObject ballPrefab;
 GameObject ballInstance;
 
 private float force=15;
 Vector3 mouseStart;
 Vector3 mouseStop;
 float minDragDistance=15f;
 float zDepth=20f;
  void FixedUpdate()
 {
     if (Input.GetMouseButtonDown(0))
     {
         mouseStart = Input.mousePosition;
 
     }
     if (Input.GetMouseButtonUp(0))
     {
         mouseStop = Input.mousePosition;
 
         if(Vector3.Distance(mouseStop, mouseStart) > minDragDistance)
         {
 
             //Here I am getting the position on screen coordinates to throw the rigidbody to                
             Vector3 hitPos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, zDepth);
 
             //I transform screen coordinates to world coordinates
             Vector3 hitPoss = Camera.main.ScreenToWorldPoint(hitPos);
             //transforming rigidbody to look at hitpos direction
             ballInstance.transform.LookAt(hitPoss);
             //adding relative force to the rigidbody
             ballInstance.GetComponent<Rigidbody>().AddRelativeForce(Vector3.forward * force, ForceMode.Force);
    }
    }
    }

As I commented in the code I change the transform.rotation properties of my game object with LookAt() function and when I check the inspector it changes the rotation just right. but by AddRelativeForce(Vector3.forward) it directly goes forward on global z direction instead of locally changed z direction.

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