I’ve actually been in production of a very similar game inspired by pong for over a year. I can tell you that after the initial testing I did a while back I too came to the conclusion that using default simulated physics just won’t work. What ended up happening was that the simulation would have various errors during bouncing and it cannot be counted on. Also trying to implement other types of movement while using simulation also became problematic. what I settled on is a manual approach instead of simulating physics I use kinematic physics and manually set the balls velocity and speed every frame (via AddLocalOffset()). I also use the OnHit events to detect the surface normal of the surface that was hit and then calculated a reflection vector that determines the desired output trajectory. hope this helps.
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