Ball is Not hit when dynamically created bat is moved fast

I am creating a rectangular bat dynamically. The length of bat and angle depends upon the drag of mouse.

The starting point say POINT1 of the bat is the point where mouse left button is down.
End point/length say POINT2 of the bat where I release the mouse button.

Now I am trying to hit a moving ball using the bat. When I move POINT2 slow the collision is perfect and the ball is hit. But when I move POINT2 fast the collision do not happen.

i have even tried the Donotgothrough script but no avail.
http://wiki.unity3d.com/index.php?title=DontGoThroughThings#

Below is the code I am using

private var point1:Vector3;
private var point2:Vector3;
var lengthOfLine:float;
var cube : GameObject;
private var ray:Ray;
private var hit:RaycastHit;
private var background:GameObject;
private var colliderOfBg:BoxCollider;

function Start ()
{
colliderOfBg = GameObject.Find(“Bg”).GetComponent(BoxCollider);

cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
cube.renderer.material.color = new Color(0.259,0.807,1);
cube.AddComponent(Rigidbody);
cube.rigidbody.useGravity = false;
cube.rigidbody.mass = 10;
cube.rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
cube.rigidbody.constraints = RigidbodyConstraints.FreezeAll;

background = GameObject.Find(“Bg”);
lengthOfLine = (background.renderer.bounds.max.x + background.renderer.bounds.max.y)/3;

}

function Update ()
{
if(!Ball.pauseGame)
{
if(Input.GetMouseButton(0))
{
ray = Camera.main.ScreenPointToRay(Input.mousePosition);

if(colliderOfBg.Raycast(ray,hit,100.0))
{
if(Input.GetMouseButtonDown(0))
{

point1 = hit.point;
point1.z = 0;

cube.transform.position = point1;

}

point2 = hit.point;
point2.z = 0;

if(Vector3.Distance(point1,point2) < lengthOfLine)
{
var speed:float = Vector3.Distance(point1,point2);
var direction:Vector3 = point2 - point1;

cube.transform.LookAt(point2);
cube.transform.localScale = new Vector3(0.01,0.09,direction.magnitude);
cube.transform.position = Vector3.MoveTowards(point1, point2, speed/2);

}
}
}
}
}

1504742–84967–$DrawLine.js (1.78 KB)

This is because the amount of movement per frame is moving the bat collider past the ball collider so they never actually register a hit (i.e. there is no frame in which the bat collider and ball collider are making contact).

If you’re going to have the bat moving that fast, you’ll need to do some raycasting and a little math to determine whether the bat will hit the ball.

BTW I am trying to Achieve this in 2D.

I have even tried the raycasting thing using the following which I attached to the bat game object
http://wiki.unity3d.com/index.php?ti...ThroughThings#

I am new to Unity so any help is appriciated

Can Anyone Help me out with this please