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Question by christian.jung · Mar 03, 2013 at 02:47 AM · pongconfigurablejointcommunitypaddle

In my pong game How do I prevent paddle from going threw walls?

I have a paddle and when i move it it goes threw walls.

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Answer by Chronos-L · Mar 03, 2013 at 05:26 AM

You can use either (t$$anonymous$$s is up to personal preferences):

Rigidbody + collider

You can setup colliders for your paddle and wall.

Pros :

  • Automated process, no scripting

Cons :

  • You will get a jerking motion when you are trying to go through the wall

    Limit position via value clamping

Since t$$anonymous$$s a pong game, you can use a simple calculation to limit the position of your paddle at the certain axis.

 public class Control : MonoBehaviour {
    public Transform paddle;
    public float upperLimit, lowerLimit;
 
    void Update() {
    
       //Process the moving paddle here (your current code)
       ...
 
       //Finalize/Limit the paddle position (in t$$anonymous$$s example, y axis)
       //  You can do t$$anonymous$$s seperately, or you can incorporated
       //  t$$anonymous$$s into the moving code
       Vector3 pos = paddle.position;
       pos.y = Mathf.Clamp( pos.y, lowerLimit, upperLimit );
       paddle.position = pos;
    }
 
 }

Pros :

  • No jerking motion ( the jerking motion is caused by the re-position of the gameObject when it is forced through another collider )

  • More control

Cons :

  • Need to be re-adjusted for different wall distance ( negligible )

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