Reproducing the "spin" effect of Flick Kick Football

If you are into mobile games you probably played Flick Kick Football at least once; if you haven’t here are the links https://itunes.apple.com/us/app/flick-kick-football/id376481969?mt=8 https://play.google.com/store/apps/details?id=com.pikpok.fks

Once you hit the ball with the finger, if you are quick enough, you can adjust the ball’s trajectory with a swipe gesture. I’ve already implement the simple kicking mechanism with the AddForce method. I’ve already tried using the same AddForce method to reproduce the spin effect but the result is quite unrealistic. Do you have any suggestion for its implementation?

Here’s my current Update method:

void Update () 
	{
		if (Input.touchCount == 1) 
		{
			Touch touch = Input.GetTouch(0);
			Ray ray = Camera.main.ScreenPointToRay(Input.GetTouch(0).position);
			RaycastHit hit;
			
			v3 = Input.GetTouch(0).deltaPosition * Input.GetTouch(0).deltaTime;
			v3.Normalize();

			if (Physics.Raycast(ray, out hit) && hit.transform == transform)
			{
				float positionDifference = Mathf.Abs(Input.GetTouch(0).deltaPosition.magnitude);

				if (positionDifference > minimumDrag)
				{	
					transform.rigidbody.AddForce(new Vector3(v3.x * 30.0f, v3.y * 30.0f, 26.0f) * flickForce);
				}
			}
		}
	}

Thank you very much :slight_smile:

@lucamegh