‫Back in this video.
‫We are going to take care of our ball.
‫So far, our ball is really just this little square here in the middle.
‫And we need to change the functionality or we need to add functionality to him so that it flies from
‫left to right, back and forth whenever it hits a record.
‫And of course, we also want to have this bounce in it.
‫So it should bounce off the racquets and bounce off the top and the bottom wall.
‫It shouldn't bounce off the sidewalls for now.
‫But we will add that functionality just for testing purposes right now.
‫So let's go ahead and change our field as our ball needs to have a collider, which it does.
‫And what we need to add is a material.
‫So far we have no physical material for our ball.
‫So what it is right now is simply a collision dot.
‫So that means that if something goes towards the ball, it will collide with it.
‫If you want the ball to move, we need to add a rigid body.
‫If we want the ball to bounce, we need to add a physical material.
‫So let's go ahead and create the rigid body first.
‫So I'm just going to add a physics to the effect.
‫And if I want to do that, if I want to use a physics to defect effect, for example, a rigid body
‫to DX, I will run it to an error.
‫So let's try that.
‫You can see I can't add due to a conflicting component, which means our Box Collider currently is a
‫3D box collider and a 3D box collider can't work with a 2D rigid body or with other 2D components.
‫So that means we need to remove that component, remove our box collider and add a 2D box collider.
‫So there is a 2D box collider here, as you can see, and that's what we want to use now as the offset.
‫There is a very small value here.
‫I don't want to have any offset at all, so let's get rid of that.
‫So I go for zero here and now I will add a 2D rigid body.
‫So rigid body 2D, which is the component which adds, for example, gravity, it adds a mass.
‫Well, pretty much it makes it a physical object.
‫So now it's not just the wall, pretty much what the ball was before with its collider.
‫But now it's actually a physical object which can be dragged down by gravity, which can be influenced
‫by physics.
‫So now let's go ahead and create a physics material.
‫Let's go with that.
‫So we go back to our assets, we go to materials, and I'm going to create a new physics material to
‫DX.
‫And I'm going to call that one bull.
‫You could, of course, call it ball physics material or something like that.
‫I'm just going to keep it simple.
‫That's the physics material that I want to use for my ball.
‫Now that physics material has two different values one of one for friction and one for punchiness.
‫The friction is pretty much how.
‫How much does it wear of how much does the speed wear off when it, for example, rolls or slides over
‫another surface?
‫As we don't want to reduce the speed of our ball at all, we need the friction of zero.
‫Now, the bounce in this means how fast or how strongly does it bounce back when it falls against a
‫different collider?
‫And here we need one because we want the ball to go with the same speed afterwards.
‫We could, of course, say 1.1.
‫That means that each time it bounces, it goes faster.
‫But that's not what we want.
‫We want to go for 1/1.
‫So now that we have the physics material for our ball, we can drag it into its box.
‫Collider So let's drag that right in there.
‫So if we test that now and I'm going to use a gravity scale of 100 to speed it up a little bit, we
‫will see that our ball will not do nothing.
‫Well, it will drop, but it will not collide with the bottom, not with the bottom wall, at least.
‫And that's because our bottom wall as other walls has a box collider and not a box collider.
‫2D because our ball has a box collider two D It doesn't collide with 3D colliders.
‫It really doesn't care about those three D colliders.
‫It only cares about 2D colliders.
‫So what we need to do is replace the colliders of all of our walls.
‫So I'm going to remove that component and I'm going to add a physics to the Box Collider component.
‫And that's what I'm going to do with the wall, top wall, bottom wall left wall right and wall left.
‫So let's remove that component, add a box collider and do the same thing for all of them.
‫And next, physics two D Box Collider and same here remove component box collider two DX Add Component
‫Box Collider to DX.
‫All right.
‫So if we test that now, our ball should bounce off.
‫As you can see, it bounces off our bottom wall and it does that with exactly the same speed as it did
‫before.
‫So it's influenced by gravity now.
‫That's good.
‫We will need to change that later on, as soon as our ball flies from left to right.
‫So now what we could do is, for example, just for your taste testing purposes, we could change the
‫bounce in to 1.5, for example.
‫Now we see our ball bounces off faster than it did before and it drops down, drops off our map as well.
‫So let's go back to bounce in this one.
‫So it will bounce off the same speed and height that it did before.
‫Now that we have seen that we need to dx physics colliders for our the objects that need to be influenced
‫by the ball.
‫We need to do the same thing with our rackets.
‫So let's go with the records or change the records.
‫Here we have a box collider here.
‫We need to change that to being a box collider to DX.
‫The same thing with the record to remove the component and add the component physics to the box.
‫Collider So now you see those weird offset numbers and those values.
‫What really matters is that the collider has the same size as the game object itself.
‫That's what we get here.
‫So let's reduce the offset, change the size to one and do the same thing.
‫For our record, we don't need any offset and we just change it to one times one.
‫Now our ball should bounce off the records and in order for our ball to fly from left to right, we
‫need to add a script to the ball.
‫Because so far it only is influenced by physics, which is based on this gravity scale that we have
‫here, and we are going to change that in the next video.
‫So let's go to the next video where we will add the script to our ball so that it flies left and right.
‫See you in the next video.