Well I have a pole that rotates other poles branched off the pole and when they hit a ball it just pushes it around in circles with the ball slightly inside it, and doesnt act like proper ball would when hit by spinning pole. How do I make it feel more realistic XD In blender when I did something like this I never had this problem.
When you say the ball doesn’t act like a proper ball would, what exactly is going wrong? If the ball appears to move and fall very slowly then it is probably just a matter of the scale of your objects (ie, they have been imported at a very large size and the forces are slight in comparison). Otherwise, it isn’t easy to tell from your description what might be going wrong.
I’m not sure if this will help, but is the ball a rigidbody?
both the pole and ball need to have rigidbodies. You can limit the poly by setting it’s localPosition to whatever it was at the start, and setting it’s angularVelocity to make it spin. This will then impart the spinning onto the ball and make it work correctly.
I assume you are doing all the current movements through math, and not physics. Setting a localEulerAngle is great and all, but the physics engine doesn’t know what that means.
So I need to make it bounce off its self? not just have physics do that? by chance how would I do that from the contact point of the collision and stuff?
Well the Ball will hit the swinging poles and stop at that spot and will rotate pole and poles will act as if it was a player collider and just push it around in same spot in circles, Normally a ball hit by the pole would sorta bounce off and be slowly rolled off the platform, this one just drags and doesnt seem like it even rotates atleast how it feals…