Hello everyone,
I’m working on a mobile game where the game mecanics is a simple basketball throw, the player movements are frozen in X and Z so he can only move on the Y axis. Player is animated using DOTween to make it bounce indefinetly and gameplay is basicaly touching the screen at the right time to throw the ball, all good so far.
To this player I parented a ball with a Rigidbody, and when input is detected, an instance of this ball is created and an AddForce(new Vector3(0, upthrust, thrust), ForceMode.Impulse) is added.
Here’s my issue :
When the player is in “falling” phase, the ball is thrown the right way, 0 on the X, upthrust on the Y and thrust on the Z.
Now when the player is on the “jumping” phasing, heading up, it looks like the ball fly in the opposite direction on the Y axis…
So I’m having trouble understanding what could cause this issue… I have a feeling that I’m missing something stupid ![]()
Thanks for you help !