private void FixedUpdate()
        {
            PhysicsBallAnchor anchor = GetClosestAnchor();

            if (!anchor)
            {
                UpdateAnimationWeight(-5);
                return;
            }

            Vector3 ballPosition   = ballRigidbody.position;
            Vector3 vectorToBall   = ballPosition - anchor.targetPosition;
            float   distanceToBall = vectorToBall.magnitude;
            Vector3 normalToBall   = vectorToBall.normalized;

            float distanceRatio = Mathf.Clamp01(distanceToBall / anchor.radius);

            Vector3 velocity = ballRigidbody.velocity;

            Vector3 force = -normalToBall * anchor.pullForce * distanceRatio;

            force    += -Physics.gravity;
            velocity += force * Time.fixedDeltaTime;

            velocity /= 1.0f + anchor.damper * Time.fixedDeltaTime;

            ballRigidbody.velocity = velocity;

            Vector3 angularVelocity = ballRigidbody.angularVelocity;

            Quaternion anchorRelativeRotation    = Quaternion.Inverse(anchor.transform.rotation) * transform.rotation;
            Vector3    anchorRelativeEulerAngles = anchorRelativeRotation.eulerAngles;
            Vector3    correctionTorque          = new Vector3();

            correctionTorque.x = Mathf.DeltaAngle(anchorRelativeEulerAngles.x, 0);
            correctionTorque.y = Mathf.DeltaAngle(anchorRelativeEulerAngles.y, 0);
            correctionTorque.z = Mathf.DeltaAngle(anchorRelativeEulerAngles.z, 0);
            correctionTorque   = anchor.transform.TransformDirection(correctionTorque);

            angularVelocity += correctionTorque * Mathf.Deg2Rad * anchor.angularCorrection * Time.fixedDeltaTime;
            angularVelocity /= 1.0f + anchor.angularDamper * Time.fixedDeltaTime;

            ballRigidbody.angularVelocity = angularVelocity;

            if (velocity.magnitude < 1.0)
            {
                UpdateAnimationWeight(1);
            }
        }
        private PhysicsBallAnchor GetClosestAnchor()
        {
            anchors.RemoveWhere(v => !v);

            PhysicsBallAnchor best     = null;
            float             bestDist = Mathf.Infinity;

            foreach (var anchor in anchors)
            {
                float dist = Vector3.Distance(anchor.transform.position, transform.position);
                if (dist < bestDist)
                {
                    best     = anchor;
                    bestDist = dist;
                }
            }

            return(best);
        }