I'm not sure that you played billiard or snooker before.if you played you should know about spin. but anyway if you don't know about it you can see it in this video
I want to Implement spin like this game

for example difference between Top spin and Back spin is:


Spin behaviour
if you aim behind the ball you can shoot the ball in all direction

if you aim closest to right you can just aim the right

if you aim closest to left you can just aim the left

I found a same Issue that used Torque in stackoverflow but I don't know why didn't work!
Top Spin
GetComponent<Rigidbody>().AddTorque(Vector3.back * cueStrength ); GetComponent<Rigidbody>().AddForceAtPosition(cueStick.forward * cueStrength,transform.position,ForceMode.Acceleration); 
Back Spin
GetComponent<Rigidbody>().AddTorque(Vector3.forward * cueStrength ); GetComponent<Rigidbody>().AddForceAtPosition(cueStick.forward * cueStrength,transform.position,ForceMode.Acceleration); 
I noticed that flyordie's snooker didn't use AddTorque.so I don't need answer that Implemented with AddTorque.
Update
What I tried
I add joystick to select spin angle
then I apply spin force ( It seems my spin works but sometimes didn't work that I attached video in end of my question).
this is my code:
using System.Collections; using System.Collections.Generic; using UnityEngine; public class MainBall : MonoBehaviour { private Vector3 FirstPos; // store first position as reset position public Transform SpinRoator; // spin rotator cylinder that show spin angle private Rigidbody rigidbody; public bool SpinUsed; // spin should use once private float v2; private void Start() { rigidbody = GetComponent<Rigidbody>(); FirstPos = transform.position; } //After goal reset ball position public void ResetPos(){ rigidbody.velocity = Vector3.zero; rigidbody.angularVelocity = Vector3.zero; transform.position = FirstPos; } void SpinForce(){ SpinUsed = true; float F = ComebackForce(); // calculate comeback force StopBall(); // stop ball rigidbody.AddForce(SpinRoator.forward*F);// apply spin force } // calculating return force after hitting f = m.a float ComebackForce(){ var m = rigidbody.mass; var v1 = rigidbody.velocity.magnitude; var a = (v1 - v2) / Time.deltaTime; var F = m * a; v2 = rigidbody.velocity.magnitude; return F; } //stop ball public void StopBall(){ rigidbody.velocity = Vector3.zero; rigidbody.angularVelocity = Vector3.zero; } private void OnCollisionEnter(Collision other) { if(other.collider.tag == "Ball" || other.collider.tag == "ColorfulBall"){ if(!SpinUsed){ SpinForce(); } } } } but What is Problem?!
It seems works correctly but My Problem is sometimes Spin don't work correctly you can see this video that demonstrate this problem.my ball goes wrong direction of spin!!!
1.Ball goes Wrong sometimes
as you can see in above gif ball goes wrong direction!!! ball should go along yellow cylinder but I don't know what is problem of my code!!!
1.Ball goes slow sometimes
another problem is comeback force is slow sometimes!!! I calculate comeback force F = m.a but why is it slow?!






