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Question by Alan Fletcher · May 28, 2013 at 01:34 PM · c#collisionrigidbody

rigidbody collision and forces

 using UnityEngine;
 using System.Collections;
 
 public class moveBall : MonoBehaviour {
     // Use t$$anonymous$$s for initialization
     void Start () {
         rigidbody.velocity = new Vector3(-3, 0, 6);
     }
     
     // Update is called once per frame
     void Update () {
         Debug.Log(rigidbody.velocity);
     }
     
     void OnCollisionEnter(Collision collision){
         if(collision.gameObject.name == "barrier"){
             rigidbody.AddForce( new Vector3(0,0,collision.relativeVelocity.z), ForceMode.VelocityChange );
         }
         if(collision.gameObject.name == "barrier2"){
             rigidbody.AddForce( new Vector3(0,0,collision.relativeVelocity.z), ForceMode.VelocityChange );
         }
     }
 }


T$$anonymous$$s is the code im using to move a ball around a field. In the collision code I am reversing the direction on the z axis.

However the ball slows down upon each collision. I want to stop t$$anonymous$$s.

So if anyone knows how to do t$$anonymous$$s or a better way of doing it completely id appreciate it. It is a 2d pong style game.

Thanking You

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avatar image Graham-Dunnett ♦♦ · May 28, 2013 at 01:39 PM 0
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For a simple 2D pong game using Forces is probably overkill. When the ball hits a barrier, just reflect the velocity about the normal of the barrier. (Convert the velocity into a speed and a direction vector, then add the normal to the barrier twice, and multiply by speed to get the new velocity.)

avatar image Alan Fletcher · May 28, 2013 at 01:51 PM 0
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can you give a code example for this please if you dont mind

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