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Answer I figured it out: there's absolutely nothing wrong with changing the direction of your rigidbody's velocity. The problem was using transform.up to rotate the game object itself. I replaced that with rb.MoveRotation(rb.rotation + angle) and it's buttery smooth now. Takeaway In general, if there's anything I've learned from this project, it's that ...


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In the updatescore method you simply ask, whether isGameActive is true or not.


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In a case like this you would either want to make that a public GameManager gameManager or add a [SerializeField]above the variable and simply drag it to the slot to set it. If you would like to keep it private you could either use a Gameobject.Find(); or something like FindObjectOfType() to set that manager in Start() After assigning your manager when ...


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I made a custom toolbar. I uploaded it in my github


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