void OnCollisionEnter(Collision other)
 {
     if (other.gameObject.name == "scoreZone_1")
     {
         Debug.Log("p1 win score");
         playerData.p1ScoreAdded();
         tableController.showScoreText("player 1");
         tableController.initialPuckPosition();
     }
     else if (other.gameObject.name == "scoreZone_2")
     {
         playerData.p2ScoreAdded();
         tableController.showScoreText("player 2");
         tableController.initialPuckPosition();
     }
     else if (other.gameObject.tag == "Paddle")
     {
         Debug.Log("hit paddle: " + other.gameObject.name);
         if (other.gameObject.name == "paddle2")
         {
             other.gameObject.GetComponentInParent <AIScript>().toMove = false;
             Debug.Log("to move == false");
         }
         GetComponentInParent <Rigidbody>().velocity = Vector3.zero;
         GetComponent <Rigidbody>().angularVelocity  = Vector3.zero;
         // get the angle between collision point and the puck
         Vector3 dir = other.contacts[0].point - transform.position;
         // Debug.Log("dir: "+ dir.normalized);
         //get the opposit of the direction and normalized it
         dir = -dir.normalized;
         GetComponentInParent <Rigidbody>().velocity = new Vector3(dir.x * trueForce, 0, dir.z * trueForce);
         // GetComponent<Rigidbody>().AddForce(dir*force);
     }
 }