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Question by owthathurts · Jan 07, 2020 at 12:08 PM · ray cast

AddForce to an object

I want the player to be able to throw an object (rigidbody). The code below instantiates the object at player/camera position, but then doesn't "throw" it - not sure what I'm doing wrong. Thanks/

     private float forceLevel = 500f;
 
     [SerializeField]
     private GameObject throwingSphere;
 
 
     void Update()
     {
         if (Input.GetMouseButtonDown(0))
         {
             Instantiate(throwingSphere, transform.position, Quaternion.identity);
     
             var rigBdy = throwingSphere.GetComponent<Rigidbody>();
         }
       
     }


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avatar image Ady_M · Jan 07, 2020 at 12:50 PM 0
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$$anonymous$$ake sure the Rigidbody is not $$anonymous$$inematic.

$$anonymous$$ake sure the value of forceLevel is high enough.

$$anonymous$$ake sure Rigidbody's drag isn't too high.

Check the Rigidbody's constraint settings.

Try without the raycast. Use any vector that's not (0,0,0).

Use the correct Force$$anonymous$$ode (check the documentation).

If it still doesn't help, try setting the velocity directly ins$$anonymous$$d of using AddForce.

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Answer by Magso · Jan 07, 2020 at 02:05 PM

The sphere being thrown isn't being referenced, instantiate the new sphere as a variable.

 var newSphere = Instantiate(throwingSphere, transform.position, Quaternion.identity);
 var rigBdy = newSphere.GetComponent<Rigidbody>();

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Answer by owthathurts · Jan 08, 2020 at 07:13 AM

Thank you @Magso

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