Okay, solution time for our football and beach ball here.
Let's set up our football first.
So we need to add a collider, but instead of a sphere collider, I think it would be
good to use a capsule collider just because that approximates the shape of a football
a little better.
So we can turn down the radius, but our capsule colliders go in the wrong direction.
So instead of x-axis here, we want to make that the z-axis and then we'll bring up the
radius, bring up the height.
And there we go.
That's getting pretty close.
We can make the radius a little smaller.
We just want to approximate the shape of the football.
So good.
We can apply this to our prefab.
And now we'll add a rigid body like that.
And we'll add a grab interactable as well and apply that to our prefab.
Now it won't let us apply this interaction manager to our prefab.
Even being, and it actually explains it right here, a reference to an object in the scene
cannot be applied to the prefab asset.
So our prefabs have to be self-contained.
We can't have a reference within our prefab to some other object in the scene.
We have to instead set that up on the instance of our prefab.
Not a big deal here.
I just wanted to explain that in case you're wondering why we can't make this field not
mold.
And we do want to use dynamic attach for this guy.
We'll apply that.
And then we'll make a physics material for it.
Physics material, football.
And we need to apply that to our capsule collider.
Football.
And there we go.
We'll go and make that nice and bouncy.
We'll skip ahead to our beach ball and get the basic components on there.
Then we'll start tweaking both of these.
So sphere collider, of course, because this is a sphere and our rigid body and our grab
interactable.
We can just go and apply this, apply this, apply this to our prefab.
And we want to use dynamic attach on our beach ball.
Apply that as well.
And we'll go and make a physics material for it.
Beach ball.
And apply that to the sphere collider.
Now let's see how those feel with their default settings.
All right, let's see.
I'm not exactly holding the football, right?
That's all right.
I'll throw it.
And we're not even close.
Same with the beach ball, I'd imagine.
Yeah, these aren't even close to what we want them to be.
Our football needs less mass, probably.
But we also need to give it that throw velocity scale that's been working so well for us.
Our beach ball, on the other hand, we don't really want this to feel like it has much
weight at all.
I'll still give it this throw velocity scale, but we want the mass to be ultra low and we
want it to definitely have some drag.
All right.
Oh, that's a lot closer.
And this, it's pretty cool too.
I think it could be floatier though.
Also, these aren't returning to their table.
We forgot one little step.
We didn't give either of these the basketball script that I explained earlier is just there
to have that returning logic.
We'll add those.
You know, I think the football could maybe have a little less throw velocity scale or
maybe a little bit of drag.
I think we'll try less throw velocity scale.
Put that to three.
And this needs less mass even.
Maybe a bit more drag.
We really want it to feel like it's floating.
Football first.
Oh, that's great.
That's perfect actually.
And our beach ball.
Ooh, very close.
I think it could use a little less mass and we forgot to put a physical material on it.
So it's not bouncy.
We definitely want it to be bouncy.
It actually has the physical material on it, but I never gave it bounciness.
So let's crank that up.
Give it less friction too, because it's not a grippy one.
Let's try this.
Whoa.
Okay.
Throw it like a football.
That's pretty good.
I think we need to give this even less mass.
Maybe a little bit more of the throw velocity scale.
Again, this is just trial and error.
I think this is actually really good now.
There we go.
There's two other balls added to our scene and I think our event number two is now complete.