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Question by GlassesGuy · Jan 03, 2019 at 04:39 AM · rotationcollisionscripting beginnerx-axisrebound

Making an object realistically rebound off walls

Hi! I am doing a school project in which I need a sphere to hit the edge of a wall and rebound realistically, similarly to the physics in pong. I'm not sure really how to do this, I've been trying to manipulate what rotation it was before hitting the wall and using it to change how much rotation there should be. It seems like this is not the right approach. Here's a simple drawing of what I'm talking about. alt text

Here's the code I was trying to manipulate to rebound:

 private void OnTriggerEnter(Collider other)
 {
     transform.rotation = Quaternion.Euler(objectRotationVariable, 90, 90);
 } //The rotation is done on the x-axis
id16342.jpg (40.0 kB)
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avatar image TreyH · Jan 03, 2019 at 05:31 AM 0
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I assume you aren't allowed to just use physics?

avatar image GlassesGuy · Jan 04, 2019 at 01:32 AM 0
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I can use physics, but I would like to be able to heavily control it through code.

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Answer by Ady_M · Jan 04, 2019 at 01:49 AM

If you don't mind moving using a Velocity variable and if you only have those two walls opposite each other then you can use the following code. Replace Z with whatever axis points towards your walls.

 

 public Vector3 myVelocity;
 
 private void Update ()
 {
     // Move
     transform.position += myVelocity * Time.deltaTime;
 
     // Look in the direction it's moving in
     transform.rotation = Quaternion.LookRotation (myVelocity);
 }
 
 private void OnTriggerEnter (Collider other)
 {
     myVelocity.z *= -1;  // Flip
 }

Be aware, though, that triggers are not as precise as regular Colliders. Depending on the speed of the ball, it could be halfway inside the wall before OnTriggerEnter occurs.

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