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Question by cj31387 · Jun 06, 2012 at 10:42 AM · physicsrigidbodykinematicbreakout

Ball angle and movement for Breakout/Arkanoid Clone

I've been working with another person to make a breakout clone, we are very close to finishing it but we used Unity's rigidbody real physics and addforce() for the balls movement and bonuses falling down to the player, but its not really playing how i would like it to play (The ball doesn't change angles based on where it hit the paddle). My friend said he would have made the ball kinematic and used linear algebra for the movement. I'm very new at programming I'm using C# and its my first programming language. Can someone explain how the ball movement could be done without unity's rigidbody real/regular physics. Especially how to get the ball to move at different angles based on where it hits the paddle or a block. Thanks.

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Answer by mmj · Jun 06, 2012 at 12:03 PM

"we used Unity's rigidbody real physics and addforce() for the balls movement and bonuses falling down to the playe"

AddForce(..) comes with lots of varieties. You have to understand the theory of them and do experiments to which is suited for your game.

"The ball doesn't change angles based on where it hit the paddle" Have you created physics material for the ball and referenced it in collider;

"Can someone explain how the ball movement could be done without unity's rigidbody real/regular physics. Especially how to get the ball to move at different angles based on where it hits the paddle or a block. "

Just search google for "programming a break out clone".

"Especially how to get the ball to move at different angles based on where it hits the paddle or a block. "

You have to reflect the incoming velocity vector of the ball with the collision contact normal of the paddle.

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