Rotational clackers

I am trying to reproduce those infamous clackers. Two plastic balls tied together and the player moves the center point of the string to get the balls to ‘Clack’’ together. In my current case I dont want to move the center point but merely spin the orbit of the first ball to collide with the second ball on same orbit.
I have two spheres which are on the same orbit around a center. The center is a empty gameObject.
I want to ‘send’ the sphere ‘A’ around (which is rotate parent gameObject) till it collides with the sphere ‘B’ at which point both will be subject to an impact and bounce off each other, reversing their orbits from each other…
Right now I use a hingejoint in both sphere gameObjects on the same center gameObject.
As it stands now, when I spin the gameObject ‘A’ into gameObject ‘B’ the sphere ‘A’ goes right through sphere ‘B’. Sphere ‘B’ doesnt move and sphere ‘A’ drifts away from the view and its parent.
I searched for this dilemna and it seems like there are alot of developers struggling with this same idea of getting this to correspond correctly. My theory is Unity is a first person walker engine and once you step outside of that model you are stuck in code land. I have tried spherical colliders on the spheres themselves and on the gameObjects at the sphere positions.
Any posts would be welcome. I will forgive if you mention locking positions or axis. This is done and doesnt seem to enable my goal.
Thank you in advance.
The main question is can the Unity physix engine be used in this fashion? And that is to have two objects collide and then rebound rotating on the same offset axis to then collide at the 180 degree point only to collide and rebound to repeat this same process over and over again. Like a clock mechanism.

OK, couldn’t resist trying this out. I have attached a package with a scene and physics material, setup that seems to work with that your looking for. I have NOT tested it extensively.

Edit: just updated the file. Now you can drag the Handle object’s Y position up and down (during play-mode) to actually play with the clacker we know and love! fun!
Edit2: hmm lets try that again[84298-clackers.zip|84298]

@Glurth
Yep. Infinite blessings be upon you Sir. This is what many have been trying.
May this answer get the universal showing it needs. There are alot of developers who want Unity to project a situation where the viewer/player can exercise some option to produce an action that is different from a player traveling a forward path to viewing an activity environment.
I will work on this as a template to investigate my desire with what Unity actually does.

I could not ship what my current work as it includes two purchase packages that my project rely on.