private void OnCollisionEnter(Collision other) { ContactPoint hitAngle = other.contacts[0]; // get point of contact with other object ReflectBounce(hitAngle.normal); // change forward direction if (other.gameObject.CompareTag("Bottom Sensor")) { if (isColliding || bottomSensorBounce) { return; } else { isColliding = true; // prevent multiple registers of the collision as it passes through the sensor } levelController.ballCount--; if (player.GetComponent <PlayerController>().isAgent) { player.GetComponent <AgentController>().LostBall(); } Destroy(gameObject); } else if (other.gameObject.CompareTag("Player")) { sfx.PlayPaddleHit(); } }