Making a physics-based ball launcher

I’ve been working on a puzzle game revolving around a gun that shoots physics-based balls, so they can bounce off walls and move boxes. I’ve been working on the gun lately, and haven’t been able to figure out the absolutely stupid new velocity system. AssemblyLinearVelocity makes no sense.

Therefore, after jumping over hurdles over and over again, I got the gun to shoot the balls.
Except it doesn’t. All the balls just go in a single direction.
Some head smashing later, I had them moving to the orientation… sort of. They moved mostly by 45-degree angles.
Here’s where I thought maybe figuring out how to anchor the ball’s movement to the mouse would help out.
And I gave up there.

After deleting all the scripts out of anger, testing out thousands of freemodels, and considering giving up thousands of times, there has to be some better way of doing this.
It’s an FPS game, which makes the gun somewhat harder to design.

Can anybody help? I don’t have any functional scripts right now, prior to deleting anything I just used the built-in Tool.Activated trigger. All tutorials I could find used raycast guns *useless to me) or BodyThrust (not helpful either, it’s deprecated and defeats the purpose of my gun)

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nevermind i fixed it with a workaround.

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