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Question by cimeuscaleb · Dec 15, 2017 at 03:54 AM · c#spritebeginnerbounce

Ball Bouncing

So I currently drafted up this code to make a simple sprite bounce, now I am a complete begineer when it comes to code and I'd like to understand how to accomplish. Currently the ball bounces on screen tap but I want it to bounce on ball tap, and the ball should bounce in random directions only within the parameters of the screen.

  1. The ball to only bounce specifically when it is tapped

  2. The ball to bounce in random directions within the screen(forward, left, right)

Here is a video Link as to what my code below does: LINK

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;

 public class BallBounce : MonoBehaviour {
 Vector3 velocity = Vector3.zero; 
 public Vector3 gravity;
 public Vector3 bounceVelocity;
 public float maxSpeed = 5f; 

 bool didBounce = false; 

 // Use this for initialization
 void Start () {

 }

 // Update is called once per frame
 void Update () {
     if (Input.GetKeyDown (KeyCode.Space) || Input.GetMouseButtonDown (0)) {
         didBounce = true; 
     }

 }

 void FixedUpdate () { 
     velocity += gravity * Time.deltaTime;

     if (didBounce == true) {
         didBounce = false;
         velocity += bounceVelocity;
     }

 velocity = Vector3.ClampMagnitude (velocity, maxSpeed); 
 transform.position += velocity * Time.deltaTime;

 }

}

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Answer by programer717 · Dec 16, 2017 at 01:10 PM

@cimeuscaleb this is what I use for a ball it also works for cubes I'm not sure about other scripts you can change it how ever you want

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class jump : MonoBehaviour {

 public bool onG;
 private Rigidbody rb;

 void Start () {

     rb = GetComponent <Rigidbody> ();
     onG = true;

 }
 

 void Update () {
     if (onG) {
         if (Input.GetButtonDown ("Jump")) {
             rb.velocity = new Vector3 (0, 5, 0);
             onG = false;
         }
     }
 }
 void OnCollisionEnter(Collision other){
 
     if (other.gameObject.CompareTag ("ground")) {
         onG = true;    
     }
 }

}

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