Trajectory prediction basketball

I need some help to get it right.
I did some research and managed to get something done, but it isn’t work how it should.
I use a second ball to give the basketball force , angle … aldonaletto script. I have some line renderer working but not how it is supposed to be. So if anyoane can help me that will be great.
I have another plane who let me move the invisible ball up and down not only left and right. The prediction won’t work in some positions(I get this error:rigidbody.velocity assign attempt for ‘ball(Clone)’ is not valid. Input velocity is { NaN, NaN, NaN }.
UnityEngine.Rigidbody:set_velocity(Vector3)
Force:Update() (at Assets/Scripts/Force.cs:98) ) and my ball don’t follow the path everytime. If i want to hit the floor and then bounce to the hoop , first it make some sort of an arc then go to the ground and nothing else.

	void Update()
	{
		if(Input.GetKey(KeyCode.Escape))
		{
			Application.LoadLevel(1);
		}
		
		var referenceForward = Vector3.up;
     	var referenceRight= Vector3.Cross(Vector3.up, referenceForward);
    	var newDirection = ball2.transform.position - playerFire.transform.position;
    	var angle = Vector3.Angle(newDirection, referenceForward);
		unghi = angle;
		
//		Distances = Vector3.Distance(Input.mousePosition, new Vector3(ball2.transform.position.x, ball2.transform.position.y, 0));
		
		if(Input.GetButton ("Fire1"))
		{
			//path simulation
//			simulatePath();
			mousePoz = new Vector2 (Input.mousePosition.x, Input.mousePosition.y);
			
			if(mousePoz != Vector2.zero)
			{
				ray = Camera.mainCamera.ScreenPointToRay(mousePoz);
				
				if(Physics.Raycast(ray, out hit, Mathf.Infinity))
				{
					ball2.transform.position = new Vector3(hit.point.x, hit.point.y, 0);
				}
			}
		}
		
		if(Input.GetButtonUp("Fire1"))
		{
			rigidbody.useGravity = true;
			rigidbody.velocity = BallisticVel(myTarget, shootAngle);
		}
	}
	
	Vector3 BallisticVel(Transform target, float angle)
	{
		Vector3 direction = transform.position - target.position; // get target direction
		float 	height = direction.y; // get height difference
		direction.y = 0; //retain only the horizontal direction;
		float	distance = direction.magnitude; // get horizontal distance;
		float 	a = unghi *  Mathf.Deg2Rad; //convert angle to radians;
		direction.y = distance * Mathf.Tan(a); //set direction to the elevation angle;
		distance += height / Mathf.Tan(a); //correct for small height difference
		// calculate the velocity magnitude
		float velocity = Mathf.Sqrt(distance * Physics.gravity.magnitude / Mathf.Sin(2 * a));
		return velocity * direction.normalized;
	}

Here it is my update function and Ballistic.
Now the simulation path function :

//	void simulatePath()
//	{
//		Vector3[] segments = new Vector3[segmentCount];
//		segments[0] = playerFire.transform.position;
//		Vector3 segVelocity;
//		
//		Vector3 direction = transform.position - ball2.transform.position; // get target direction
//		float 	height = direction.y; // get height difference
//		direction.y = 0; //retain only the horizontal direction;
//		float	distance = direction.magnitude; // get horizontal distance;
//		float 	a = unghi * Mathf.Deg2Rad; //convert angle to radians;
//		direction.y = distance * Mathf.Tan(a); //set direction to the elevation angle;
//		distance += height / Mathf.Tan(a); //correct for small height difference
//		// calculate the velocity magnitude
//		float velocity = Mathf.Sqrt(distance * Physics.gravity.magnitude / Mathf.Sin(2 * a));
//		segVelocity = velocity * direction.normalized;
//		
//		for(int i = 1;i < segmentCount; i++)
//		{
//			
//			if(segments *!= ball2.transform.position)*

// {
// float segTime = (segVelocity.sqrMagnitude != 0) ? segmentScale / segVelocity.magnitude : 0;
// segVelocity = segVelocity + Physics.gravity * segTime;
// RaycastHit hit;
// *
// if(Physics.Raycast(segments[i-1], segVelocity, out hit, segmentScale))
// {
// segments = segments[i-1] + segVelocity.normalized * hit.distance;
// segVelocity = segVelocity - Physics.gravity * (segmentScale - hit.distance) / segVelocity.magnitude;
_
// segVelocity = Vector3.Reflect(segVelocity, hit.normal);_
_
// }_
_
// else*_
// {
// segments = segments[i-1] + segVelocity * segTime;
// }
// }
*// *
// }
// Color startColor = playerFire.nextColor;
// Color endColor = startColor;
// startColor.a = 1;
// endColor.a = 0;
// sightline.SetColors(startColor, endColor);
*// *
// sightline.SetVertexCount(segmentCount);
// for(int i=0; i < segmentCount; i++)
// sightline.SetPosition(i, segments*);*
// }
i use only x and y but the ball after it been launched can bounce anyware
Thanks in advance and sorry for my bad english.

after some minor modification to segment scale and how many they are i made my ball follow the path. So that let me with those problems: how can i fix that error and how can i make my ball bounce from the ground to the hoof. I think that i will need much more force, but that sort of arc still be in my way to get it done.