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Question by alienmax22 · Jun 18, 2014 at 01:46 PM · rigidbodyaddforceclones

rigidbody.AddForce affects all clones

Hello, on scene I have 3 balls with Ball.cs script attached to each of them. And when I push ball with mouse all balls start moving, but I need that only one that I touch moves.

Here is my FixedUpdate:

 void FixedUpdate() {
     if(!isMoving) {
     
         if (Input.GetMouseButtonDown (0)) {
     
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             RaycastHit hit;
             if (Physics.Raycast(ray, out hit, 100)) {
             if(hit.collider.tag == "Ball") {
                 startPos = hit.point;
             }
             }
         }
                 
         if (startPos != Vector3.zero && Input.GetMouseButtonUp(0)) {
             endPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                     
             Vector3 direction = endPos - startPos;
             direction.Normalize();
     
             float distance = Vector3.Distance(endPos, startPos);
                     
             rigidbody.AddForce(direction * distance * force * Time.deltaTime, ForceMode.Impulse);
     
             isMoving = true;
         }
     } else {
         if(rigidbody.velocity.sqrMagnitude == 0) {
             isMoving = false;
             startPos = endPos = Vector3.zero;
         }
     }
 }
  

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avatar image YourGamesBeOver · Jun 18, 2014 at 03:02 PM 0
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Are you using any static variables?

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Answer by NoseKills · Jun 18, 2014 at 03:25 PM

You are not checking which ball gets hit. You just have a check in all the balls that if a click is made and a object with the Ball tag is hit, the object running the script gets affected. All the balls run the script and IF a click hits a ball, all balls get affected.

On top of checking the hit.collider.tag matches, check also that the gameobject of the hit is the same as this.gameObject.

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avatar image tanoshimi · Jun 18, 2014 at 03:27 PM 0
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It would be better to move this entire logic out of the individual balls and into a game manager object, otherwise there's a lot of unnecessary raycasting going on

avatar image alienmax22 · Jun 19, 2014 at 06:08 AM 0
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Hey @tanoshimi, can you send me to some good example of game manager

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