However when the Player Object is following the Ball Object, the Player Object stands a bit high off the ground and stops like this. The Player Object has got rigidbody. How can I fix to make it stay on the ground?
You cannot mix Rigidbody with direct Transform movement like this. Moving the Transform directly bypasses the physics engine. You should be using FixedUpdate and moving the object via the Rigidbody.
With Physics (or Physics2D), never manipulate the Transform directly. If you manipulate the Transform directly, you are bypassing the physics system and you can reasonably expect glitching and missed collisions and other physics mayhem.
Always use the .MovePosition() and .MoveRotation() methods on the Rigidbody (or Rigidbody2D) instance in order to move or rotate things. Doing this keeps the physics system informed about what is going on.
The Player Object seems like is touching on the ground now (it just runs where it is) but it isn’t moving towards to Ball Object. How can I move the Player Object to the ball?
Start finding out which lines in the above code are actually running, perhaps print out the value of the position you are setting, etc, just basic good old plan standard everyday debugging.
What is often happening in these cases is one of the following:
the code you think is executing is not actually executing at all
the code is executing far EARLIER or LATER than you think
the code is executing far LESS OFTEN than you think
the code is executing far MORE OFTEN than you think
the code is executing on another GameObject than you think it is
you’re getting an error or warning and you haven’t noticed it in the console window
To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.
Doing this should help you answer these types of questions:
is this code even running? which parts are running? how often does it run? what order does it run in?
what are the values of the variables involved? Are they initialized? Are the values reasonable?
are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)
Knowing this information will help you reason about the behavior you are seeing.
You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);
If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.
You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.
You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.
You could also just display various important quantities in UI Text elements to watch them change as you play the game.
Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.
Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:
You must find a way to get the information you need in order to reason about what the problem is.
It highlights this code in Console : Vector3 positionToMoveTo = rb.transform.position + new Vector3(direction * mSpeed * Time.deltaTime, 0f, 0f); as having error: NullReferenceException: Object reference not set to an instance of an object.
I really don’t have an idea what to do about this.