public void StrikeBall(Vector3 aimRotation, float powerLevel) { if (teamHit == 1) { doubleHit = true; } //rb.velocity = new Vector3(0,0,0); //freeze ball before striking transform.rotation = Quaternion.Euler(aimRotation); //Debug.Log("vectorUp: " + Vector3.up); //Debug.Log("powerLevel: " + powerLevel); //Debug.Log("aimRotation: " + aimRotation); //Debug.Log("ballRotation: " + transform.rotation.eulerAngles); enemy.TransferInfo(aimRotation.x, transform.forward * powerLevel); rb.velocity = Vector3.zero; rb.AddForce(transform.forward * powerLevel, ForceMode.Impulse); //rb.AddForce(transform.forward * powerLevel); teamHit = 1; round = true; }