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Question by JordanP97 · Mar 04, 2021 at 10:11 PM · direction

I am looking to direct the ball in where the mouse is clicked, currently the football only shoots left. thank you,I nee help with dircting football in direction mouse is clicked pls. thanksss

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Shooting : MonoBehaviour {

  public float bounceFactor = 0.9f; // Determines how the ball will be bouncing after landing. The value is [0..1]
  public float forceFactor = 10f;
  public float tMax = 5f; // Pressing time upper limit
  public Rigidbody rb;
 
  private float kickStart; // Keeps time, when you press button
  private float kickForce; // Keeps time interval between button press and release 
  private Vector3 prevVelocity; // Keeps rigidbody velocity, calculated in FixedUpdate()
 
  void Update()
  {
      if(Input.GetMouseButtonDown(0))
      {
          kickStart = Time.time;
      }
      
      if(Input.GetMouseButtonUp(0))
      {
          Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
          RaycastHit hit;
          if (Physics.Raycast(ray, out hit))
          {
              if(hit.collider.name == "soccerBall") // Rename ball object to "Ball" in Inspector, or change name here
                  kickForce = Time.time - kickStart;
          }
      }
  }
  
  void FixedUpdate () {
          
      if(kickForce != 0)
      {
          float angle = Random.Range(0,20) * Mathf.Deg2Rad;
          rb.AddForce(new Vector3(0.0f, 
                                         forceFactor * Mathf.Clamp(kickForce, 0.0f, tMax) * Mathf.Sin(angle),
                                         forceFactor * Mathf.Clamp(kickForce, 0.0f, tMax) * Mathf.Cos(angle)), 
                             ForceMode.VelocityChange); 
          kickForce = 0;
      }
      prevVelocity = rb.velocity;
          
  }
 
  void OnCollisionEnter(Collision col)
  {
      if(col.gameObject.tag == "Ground") // Do not forget assign tag to the field
      {
          rb.velocity = new Vector3(prevVelocity.x, 
                                           -prevVelocity.y * Mathf.Clamp01(bounceFactor), 
                                           prevVelocity.z);
      }
  }
 

},using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Shooting : MonoBehaviour {

  public float bounceFactor = 0.9f; // Determines how the ball will be bouncing after landing. The value is [0..1]
  public float forceFactor = 10f;
  public float tMax = 5f; // Pressing time upper limit
  public Rigidbody rb;
 
  private float kickStart; // Keeps time, when you press button
  private float kickForce; // Keeps time interval between button press and release 
  private Vector3 prevVelocity; // Keeps rigidbody velocity, calculated in FixedUpdate()
 
  void Update()
  {
      if(Input.GetMouseButtonDown(0))
      {
          kickStart = Time.time;
      }
      
      if(Input.GetMouseButtonUp(0))
      {
          Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
          RaycastHit hit;
          if (Physics.Raycast(ray, out hit))
          {
              if(hit.collider.name == "soccerBall") // Rename ball object to "Ball" in Inspector, or change name here
                  kickForce = Time.time - kickStart;

          }
      }
  }
  
  void FixedUpdate () {
          
      if(kickForce != 0)
      {
          float angle = Random.Range(0,20) * Mathf.Deg2Rad;
          rb.AddForce(new Vector3(0.0f, 
                                         forceFactor * Mathf.Clamp(kickForce, 0.0f, tMax) * Mathf.Sin(angle),
                                         forceFactor * Mathf.Clamp(kickForce, 0.0f, tMax) * Mathf.Cos(angle)), 
                             ForceMode.VelocityChange); 
          kickForce = 0;
      }
      prevVelocity = rb.velocity;
          
  }
 
  void OnCollisionEnter(Collision col)
  {
      if(col.gameObject.tag == "Ground") // Do not forget assign tag to the field
      {
          rb.velocity = new Vector3(prevVelocity.x, 
                                           -prevVelocity.y * Mathf.Clamp01(bounceFactor), 
                                           prevVelocity.z);
      }
  }
 

}

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