Resultant Vector3 manipulation for collisions

Hi all,

I’ve got an object which has a Vector3 property on it, representing momentum. When this object collides with something, I’d like to change the momentum vector to account for the plane of collision appropriately.

There’s various reasons I’m not able to use the internal physics engine, so I have to do this manually. My current thoughts are that I need to get the normal of the plane of collision, and… intuitively I feel I should use that normal to alter the vector, but I don’t have the vector knowledge.

Anyone have any hints?

Weird, could not find it last night but this morning found it after a short search.

For anyone else: What is Vector3.Exclude for? - Unity Answers