I'm a little new to this so any help will be appreciated.
Context: I'm creating a VR billiard/pool game and trying to get the physics as realistic as possible. I have a cue ball being hit with a cue across a surface with accurate friction values calculated from real world trials.
Problem: The angular acceleration of the balls isn't realistic at all. Therefore the angular velocity is off (this is due to how Unity calculates physics of interaction as a point of contact rather than an area of contact and therefore friction calculation is done at one point causing it to rotate slower).
Question: How can I manually set the angular acceleration to a value in code until the angular acceleration is greater than or equals to horizontal velocity, then the angular acceleration is set to 0? Thanks in advance.