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Question by aliakbo · Mar 16, 2012 at 06:25 PM · rigidbodycolliderball

Propelling a Ball

Hey,

I have a player and i want it to realistically mimic shooting a ball when they collide.

What I tried is

 public void OnControllerColliderHit(ControllerColliderHit other)
 {
     if (other.gameObject.tag == "ball")
     {
         Vector3 direction = new Vector3(-myTransform.position.normalized.x * 100, 0, -myTransform.position.normalized.z * 100);
         ball.GetComponent<Rigidbody>().AddForce(direction);
     }
 }

on the player.

This kinda workes in some circumstances but sometimes it goes in the wrong direction or gets stuck to the player (?).

I'm thinking I approached this all wrong, can anyone point me in the right direction?

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Answer by diddykonga · Mar 17, 2012 at 12:11 AM

Try this :

 public void OnControllerColliderHit(ControllerColliderHit other)
 {
     if (other.gameObject.tag == "ball")
     {
         float force = 100.0f;
         Vector3 direction = (other.transform.position - myTransform.position).normalized;
         ball.GetComponent<Rigidbody>().AddForce(new Vector3(direction.x * force, 0, direction.z * force));
     }
 }
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avatar image aliakbo · Mar 17, 2012 at 10:34 AM 0
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Thank you very much, I see my problem now.. :)

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