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Question by Cephon · Jan 04, 2016 at 02:43 PM · physicsflight

Curved Flight Path

Hi, I want a player to be able to throw a paper plane and for it to fly at a curve.

Currently my throwing mechanism goes like this:

 using UnityEngine;
 using System.Collections;

 public class Throw : MonoBehaviour {
 //public GameObject projectile;
 public Transform spawner;
 public GameObject ballPrefab;
 int power = 0;
 void Start () {
 }

 void Update () {
     if (Input.GetMouseButton (0)) {
         if(power < 3001){
             power = power + 25;
             Debug.Log(power);
         }else{
             Debug.Log("Max power reached");
         }
     }
     if(Input.GetMouseButtonUp(0)){
         //GameObject clone; spawner.transform.position
         //clone = Instantiate(rb, new Vector3(transform.position.x, transform.position.y + 20, transform.position.z), transform.rotation) as GameObject;
         //clone.GetComponent<Rigidbody>().AddForce(transform.forward * 80000);
         GameObject ballInstance;
         ballInstance = Instantiate(ballPrefab, new Vector3(spawner.transform.position.x, spawner.transform.position.y + 1, spawner.transform.position.z), spawner.rotation) as GameObject;
         ballInstance.GetComponent<Rigidbody>().AddForce(spawner.forward * power);
         power = 0;
     }
 }
 }

How can I make the object follow a curve in a random direction after the player has thrown it?

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