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Question by Epicepicness · Jan 09, 2018 at 08:32 PM · 2d-physicsballanglespongvectors

2D Ball Bouncing Angle Problem (Without Rigidbody)

Hey everyone, I've been working on a simple 2D Pong-styled t$$anonymous$$ng as part of practice. I've been trying to get the whole bounce-"physics" stuff without using a Rigidbody. W$$anonymous$$le my current script works correctly a good amount of the time, every couple of bounces it bounces in an odd, incorrect angle. Now these incorrect angles are generally 'reversed', meaning that instead of bouncing up, it'll take the same angle but downwards; as shown in the following image:

alt text


The green line is the angle it's supposed to take, the red line is the angle it actually end up taking. I would guess t$$anonymous$$s is caused by a positive/negative number t$$anonymous$$ng going wrong somewhere, but I'm unable to figure out where. Below here is some Debug output for t$$anonymous$$s specific bounce case, as well as the code.

alt text


 OnHitObject (ref RaycastHit2D $$anonymous$$t) {
             Vector2 incomingVec = $$anonymous$$t.point - (Vector2)transform.position;
             Vector2 reflectVec = Vector2.Reflect (incomingVec, $$anonymous$$t.normal);
     
             float turningAngle = Vector2.Angle (incomingVec, reflectVec);
     
             transform.rotation = Quaternion.Euler (0, 0, turningAngle + transform.rotation.eulerAngles.z);
     }


So the question is: what's the cause of the angles getting messed up?


Thank you very much in advance for any help or advice.

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