I'm trying to bounce at the same time a sphere that I anticipate. Here is what I tried.
By adding a physical material to the sphere and securing it with a minimal combination, the rebound setting is optimized.
Adjustment of the collision detection on the rigid body of the sphere on continuous.
After trying all of this, everything was provoked when the sphere touched the game object staying seated and advancing without bouncing. Here is the code that I have to move the sphere.
public floating forceMulti = 50f;
Private Rigidbody rb;
private empty Awake ()
{
rb = GetComponent();
}
// Start is called before the first update of the frame
empty Start ()
{
}
// The update is called once per image
void Update ()
{
rb.velocity = transform.forward * Time.deltaTime * forceMulti;
}
If it was possible to bounce the sphere into the code as it advanced, that would be great and I would really appreciate the suggestions.
Thank you.