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Question by game4444 · Oct 16, 2018 at 12:14 PM · rotationrigidbodyball

How can i roll sphere/Ball having rigidbody with Rigidbody properties

Hi, I want to rotate and move sphere horizontally just like can knock down. Can anyone help please. I dont want to do this with transform.position or rigidbody.movePosition because after using this my ball passes throw colliders. I want to do this with mouse position like ball should move horizontally with mouse and properly sync. Here is my code with RigidBody.MovePosition. Anyone could help. Thanks in advance.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 public class Rotation1 : MonoBehaviour {
 
     public float factor = 10; //adjust as desired
     Vector3 previousMousePosition;
     bool isMouseDown;
     Vector3 mouseDelta;
 
     // Update is called once per frame
     void Update ()
     {  
         if (isMouseDown)
         {
             
         }
         if (Input.GetButtonDown ("Fire1")) 
         {
             if (castRay (Input.mousePosition)) 
             {
                 previousMousePosition = Input.mousePosition;
                 GetComponent<Rigidbody> ().drag = 0;
                 GetComponent<Rigidbody>().angularVelocity = Vector3.zero;
             }
         }
         if (isMouseDragged ())
         {  
             
             if (castRay (Input.mousePosition)) 
             {          
                 mouseDelta = Input.mousePosition - previousMousePosition;
 
                 Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
 
                 Vector3 curPosition =  Camera.main.ScreenToWorldPoint(curScreenPoint)+offset;
                 print (GetComponent<Rigidbody> ().velocity+"Velocity  "+ curPosition);
                 transform.GetComponent<Rigidbody>().MovePosition(curPosition);
 
 
             }
         } else
         {
             
         }
             if (!isMouseDown)
         {          
             GetComponent<Rigidbody>().AddForce(mouseDelta.x * factor, 0, 0);
             GetComponent<Rigidbody> ().drag = 5;
 
         }   
     }
 
     bool castRay(Vector3 pos)
     {
         Ray ray = Camera.main.ScreenPointToRay(pos);
         if (Physics.Raycast (ray))
             return true;           
         return false;
     }
     Vector3 screenPoint,offset;
     void OnMouseDown()
     {
         isMouseDown = true;
 
         screenPoint = Camera.main.WorldToScreenPoint(gameObject.transform.position);
 
         offset = gameObject.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
 
 
 
 
     }
 
     void OnMouseUp()
     {
         isMouseDown = false;
     }
 
     bool isMouseDragged()
     {
         if (isMouseDown  != vector3Equals(previousMousePosition, Input.mousePosition))
             return true;
         return false;
     }
 
     bool vector3Equals(Vector3 vec1, Vector3 vec2)
     {
         if (vec1.x == vec2.x && vec1.y == vec2.y && vec1.z == vec2.z)
             return true;
         return false;
     }
 }


(edited, use the code block tool please :D )

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