Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Mayur Rank · Feb 10, 2014 at 11:33 AM · rigidbodyvelocityforcemagnitude

How to apply relative force to Ball using another object?

I am currently developing Glow hockey type game, My problem is that how can i apply force to Ball relative to hitting speed of Paddle.

I have create paddle with rigidbody and Bouncy PhysicsMaterials I have Ball With rigidbody and Bouncy PhysicsMaterials

My Code is:

 function Update () {
     if(Input.GetMouseButton(0))
     {
         ray = Camera.main.ScreenPointToRay(Input.mousePosition);        
         if(Physics.Raycast(ray, rayCastHit))
         {                                            
                 transform.position.x = rayCastHit.point.x;                                
                 transform.position.y = rayCastHit.point.y;        
         }                                                  
     }            
 }
 
 function OnCollisionEnter(collision : Collision) {
     if(collision.gameObject.tag == "Ball") {    
         var temp = collision.contacts[0].normal;                    
         if(temp.x < 0)        
            collision.gameObject.rigidbody.AddForce(1000, 0, 0);        
         else if(temp.x >0)       
            collision.gameObject.rigidbody.AddForce(-1000, 0, 0);        
         if(temp.y < 0)        
            collision.gameObject.rigidbody.AddForce(0, 1000, 0);        
         else if(temp.y >0)        
            collision.gameObject.rigidbody.AddForce(0, -1000, 0);        
     }
     
 }

My Problem is What Parameter should I consider to apply force on Ball without hardcode 1000

Comment
Add comment · Show 3
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Phles · Feb 10, 2014 at 12:36 PM 0
Share

I don't think you should need to apply any force to the ball directly really, if it's a rigidbody and the paddle is a rigidbody the act of them colliding should effect the ball anyway. If you really need to apply forces directly to the ball you could consider the paddles current velocity (rigidbody.velocity) as a factor in how much to effect the ball.

avatar image Mayur Rank · Feb 11, 2014 at 06:22 AM 0
Share

thank you Phles, since you said that doesn't require AddForce to Ball While they collide,

if yes, then i also tried it but ball speed was to much slow,

if addforce is necessary, and i would set 1000 force to ball when they collide, would it generate same velocity each time or it depends how fast paddle hit the ball.

i had moved my paddle with ray and $$anonymous$$ouse Button and its rigidbody.velocity was all time zero. how should i go about it?

avatar image Phles · Feb 11, 2014 at 09:16 AM 0
Share

if you tried it and the ball moved too slow then lower the balls mass property, in reality a ball would be much lighter than the paddle hitting it.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

19 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

leftover rb.velocity.z that causes magnitude to spike randomly 0 Answers

Velocity powered rigidbody on a moving platform without parenting. 3 Answers

Calculating speed with rigidbody.velocity.magnitude 0 Answers

Rigidbody is Pushing Another Rigidbody : Unity 1 Answer

How to get collision force, not relative velocity? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges