TennisVR – Precise Physics & Realistic Spin in VR

Multi‑point proxy capsules + Magnus effect. Localized impact, predictable spin, and <0.3ms/frame cost.

TennisVR cover TennisVR gameplay gif
VR Physics Unity3D Optimization

Challenge

Differentiate center/edge/tip impacts without overhead and preserve arc feel with an extensible base (dynamic sweet spot).

Multi‑Point Racket

Rigidbody capsules follow targets; tips accelerate more, delivering energy proportional to impact point.

public class RacketPhysicsProxy : MonoBehaviour {
    Transform followTarget; Rigidbody rb; [SerializeField] float sensitivity = 100f;
    void Awake(){ rb = GetComponent(); }
    public void SetFollowTarget(Transform t){ followTarget = t; transform.SetPositionAndRotation(t.position, t.rotation); }
    void FixedUpdate(){
        Vector3 dest = followTarget.position; Vector3 v = (dest - rb.position) * sensitivity;
        rb.velocity = v; rb.rotation = followTarget.rotation;
    }
}

Magnus Spin

Spin computed (dot + cross). Continuous Magnus force curves trajectory (topspin/slice) with stability.

[RequireComponent(typeof(Rigidbody))]
public class TennisBallPhysics : MonoBehaviour {
    Rigidbody rb; [SerializeField] float magnusCoefficient = 0.05f;
    void Start(){ rb = GetComponent(); }
    void FixedUpdate(){
        if (rb.velocity.magnitude > 0.1f){
            Vector3 magnus = magnusCoefficient * Vector3.Cross(rb.angularVelocity, rb.velocity);
            rb.AddForce(magnus);
        }
    }
    public void ApplySpinOnHit(Vector3 racketVelocity, Vector3 hitNormal){
        float spinAmount = Vector3.Dot(racketVelocity, hitNormal);
        Vector3 axis = Vector3.Cross(rb.velocity, racketVelocity).normalized;
        rb.angularVelocity = axis * spinAmount * 20f;
    }
}

Results

Localized impact, predictable spin, <0.3ms/frame cost, ready for extensions (haptics / elastic deformation).