The day came that I wanted to refresh my knowledge of physics in Unity. However, I ran into a problem. The scenario is as follows. Classic pong, two paddles and a ball bouncing between them. Serve the ball thrown in a random direction, everything works perfectly as intended. However, I started looking for loopholes in this scenario. I modified the ball's serve to move perfectly horizontally, bouncing between the stationary paddles from left to right. Another point as expected. However, if I move the paddle up and down, why doesn't the ball change its bounce angle? Of course, I can, for example, write the sum of the ball velocity vector and the paddle velocity vector myself, which will simulate a bounce at an angle. Of course, some of this speed must be knocked out based on some elementary school formula. My question, however, is whether the default Unity physics is able to do such things on its own? Here, maybe I don't know something, I don't understand, maybe I need to tweak some parameter? Thanks in advance if you can point me in the right direction. I'm trying to expand my understanding of the engine itself. I will clarify the question to be sure. Is Unity physics (standalone) able to calculate the angle of reflection for two moving objects after a collision. I would like to emphasize that the above text is not a question about how to make pong.