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Question by MakeGames2020 · Apr 02, 2015 at 12:31 PM · rigidbodyaddforceonmousedown

Method for giving a ball momentum through a swipe

Hi I am working on a project where the user needs to flick a ball to give it movement. At the moment I have this code working. A quick summary of how it works: Takes the initial location of your mouse cursor OnMouseDown and as you drag it provides an updating end location as a direction to apply a force to by using AddForce. To test this script just add it to a Ball with a ridgidBody and make sure that the camera perspective is set to orthographic.

 #pragma strict
 
 var hit: RaycastHit;
 var startPoint: Vector3;
 var endPoint: Vector3;
 var mousePosition: Vector3;
 var updateTimer: boolean;
 var flickTimer: float;
 var dragTimer: float = 0.2;
 var onBall: boolean;
 var strength: float;
 
 
 function OnMouseDown()
 {
     updateTimer = true;
     var temp: Vector3 = Camera.main.ScreenToWorldPoint(Input.mousePosition);
     startPoint = Vector3(temp.x ,temp.y, 0);
 }
 
 
 function OnMouseDrag()
 {
     var temp: Vector3 = Camera.main.ScreenToWorldPoint(Input.mousePosition);
     endPoint = Vector3(temp.x ,temp.y, 0);
     
     if(updateTimer)
     {
         flickTimer += Time.deltaTime;
     }        
 }
 
 function OnMouseUp()
 {
     flickTimer = 0;
     updateTimer = false;
 }
 
 function FixedUpdate()
 {    
         
     
     mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
      var checkBall = Ray(mousePosition, Vector3(0,0,5));
      
      Debug.DrawRay(mousePosition , Vector3(0,0,5), Color.red);
      
      onBall = false;
      
     if(Physics.Raycast(checkBall, hit, 5))
     {
         Debug.DrawRay(mousePosition , Vector3(0,0,5), Color.red);
         
         if(hit.collider.tag == "Ball" )
         {
             onBall = true;
         }
     }
 
     if(flickTimer < dragTimer && updateTimer == true && onBall == false)
     {
         var temp: Vector3 = Vector3(endPoint.x - startPoint.x, endPoint.y - startPoint.y, 0);
 
         GetComponent.<Rigidbody>().AddForce(temp*strength, ForceMode.Force);
         Debug.DrawRay(startPoint, endPoint, Color.cyan);
             
     }        
 }
 
 
 
 
 
 
 
 
 
 
 
 


Im not sure if this is the best method to give a ball momentum using a flick or a swipe gesture. I had another idea of where the swipe would record locations and create a "path" and apply addForce at each point in relation the next. If you have any other methods that may prove a bit more natural or work better in general any advice is greatly appreciated.

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