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Question by Makeshyft · Feb 13, 2015 at 06:55 AM · collidervector2pong

Pong Game: Vector (0,y) question

Hey guys! I'm a newb attempting to build a Pong game using this tutorial.

However, I'm encountering a problem where my Vector2 will sometimes directly return a (0,y) in it's x, resulting in the ball just bouncing back and forth in a straight line. I also encounter this when it hits at an obtuse angle against my topWall and bottomWall collision objects. Do you guys have any suggestions/psuedocode that could prevent this? I'm at a loss.

For reference:

My hitFactor function: (takes relative position of ball -> player and defines a new vector in my Collision2D function)

 float hitFactor (Vector2 ballPos, Vector2 racketPos, float racketHeight) {
     return (ballPos.y - racketPos.y) / racketHeight;
 }

And my Collision2D function:

 void OnCollisionEnter2D (Collision2D coll) {
         //Collision of Ball v. Paddle
         if (coll.gameObject.name == "Player1") {
             float y = hitFactor(transform.position, coll.transform.position, coll.collider.bounds.size.y);
             //new Vector2 with length=1 and calculate new velocity
             Vector2 dir = new Vector2(1,y).normalized;
             rigidbody2D.velocity = dir * speed;
         }
         if (coll.gameObject.name == "Player2") {
             float y = hitFactor(transform.position, coll.transform.position, coll.collider.bounds.size.y);
             //new Vector2 with length=1 and calculate new velocity
             Vector2 dir = new Vector2(-1,y).normalized;
             rigidbody2D.velocity = dir * speed;
         }
     }

That last bit on the "Float y" line is "coll.collider.bounds.size.y". It's formatting it out for some reason.

Thanks for any help you can give!

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