An interesting problem which I cannot work out - doing runtime mod of basic Unity physics. One of my students is creating a music game using rigid body, gravity enabled spheres colliding with various tagged primitive ‘areas’, each producing different musical notes/sound etc: In one area the ‘1st person character’ can push spheres down steps BUT with full physics enabled of course the sphere will carry on plummeting down the stair case BUT she wants the ball/sphere to hit the next step and then continue bouncing in a perpendicular direction to the step vs rolling down…so unnatural behaviour, yes? It will only continue if the character (tagged) will then touch it and move it forward.
I know there is likely a simple solution to this but I have tried various transform.position options and Vector3’s and just started to look at Quaternions and eulerAngles - but can’t seem to force a gravity rigid body to keep its bounce but remain in a ‘straight up’ trajectory when it touches a specific tagged surface (regardless of its in-bound angle) ?
Any help appreciated