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Question by Der_Kevin · May 10, 2016 at 10:16 AM · movementphysicsrigidbody

Realistic Soccer Ball Dribbling?

Hey Folks! iam currently working on a soccer game and the dribbling looks like this at the moment: link: dribbling v1.gif

 void OnTriggerEnter(Collider collision)
      {
          
          ControllingFeet = collision.transform;
       }
  
  void FixedUpdate()
      {
          
  
          bool isControlled = ControllingFeet != null;
  
          if (isControlled)
          {
         Vector3 targetPos = ControllingFeet.transform.position;
             GetComponent<Rigidbody>().MovePosition(targetPos);
          }
      }

which actually just mean that, when the ball enters the trigger (which is in front of the character) it transfers the position of the collider (ControllingFeet) to the Ball.

i tried to copy the transform position of the Feet to the collider which is controlling then the ball like this:

  using UnityEngine;
  using System.Collections;
  
  public class Copyposition : MonoBehaviour
  {
      public Transform itsTarget;
  
      void Update ()
      {
          transform.position = new Vector3(itsTarget.position.x, 0 ,itsTarget.position.z);
      }
  }

but that looks stupid - and not natural at all as you can see in the second half of the gif.

after that i tried to delay the movement of the ControllingFeet like this:

 transform.position = new Vector3(itsTarget.position.x+0.8f, 0 ,itsTarget.position.z);

and it comes a tiny bit closer to what i want to achieve. but only works on the X axis ( move to the right) and looks like this:

link dribble v2.gif

is somebody here having a idea how i can make the ball movemnt more natural?

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Answer by Multitudes22 · May 10, 2016 at 12:24 PM

You could always try using that delay code for both directions, based on which way the character is moving. I feel like the answer is just more math.

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avatar image Der_Kevin · May 10, 2016 at 12:48 PM 0
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i am kinda stuck how to apply the delay for both directions. how could i do this? :)

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