private void FixedUpdate() { if (isGameOver) { return; } if (shot && force != 0) { timeSinceShot += Time.fixedDeltaTime; ballSpeed = force / inertia / timeSinceShot * Time.fixedDeltaTime; if (ballSpeed > 0.01f) { transform.Translate(direction * ballSpeed); } else { timeSinceShot = 0; shot = false; if (transform.position.y < hole.position.y) { direction = Vector3.up; } else { direction = Vector3.down; } force = 0f; club.ChangePos(); score += 5; print("Score: " + score); } } }