Hi I am creating a puck like game where there is 2 players each player has their own paddle and a puckj which goes up and down the table much like the air hockey game you see in arcades sometimes. I have all the functionality working except I am finding that when I drag the paddle and "hit" the ball / puck with it it rolls about the speed of a snail. Whats the best way to simulate a ball hit and also like if i hit the ball with the corner of the paddle it would obviously send the ball off in a direction rather than in a straight line. I am guessing its some kind of angular trajectory which can be processed. The players paddle is a Rigidbody with a Box Collider which is Kinematic. The puck is a Dynamic Sphere collirde with a rigidbody. I am wondering do i need to cast a ray from the poitn of contact and then use AddForce to create the effect of "hitting" the puck with the paddle. So in short I have 2 issues here. 1: The physics of the ball not being accurate 2 : Determining the trajectory of the ball and then basing the force of the ball by the speed at which the paddle hit it. 3 :The paddle can move back and forward (This can be considered a "force meter" like "How fast i got from near to far is the "force" applied to the puck. *Update : Just thought I could add some more information, To better see what I am talking about there is a game called Shufflepuck Cafe that my partner used to play as a child and I am trying to recreate it so she can play it on her mobile. ;D As stated I have all the paddles moving and collision detections are working its just being able to "hit" th ball/puck which is trying me, I have looked around at several examples and none of them are any good!! Please help this is driving me crazy XD Sorry if this isnt very clear but I am not sure how much better to explain it. Any suggestions or links to guides is appreciated! thanks!