I found a handy script to increase bounciness beyond 1.0 which the author called a “Power Bounce” but we can call it a “Super Bounce”. It works really well.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HeadButt : MonoBehaviour
{
public float str = 0.21f;
public AudioClip HeadButtAudio;
// Start is called before the first frame update
void Start(){}
// Update is called once per frame
void Update(){}
void OnCollisionEnter(Collision col)
{
Debug.Log("Hit!");
if (col.gameObject.tag == "buttable")
{
Rigidbody rb = col.gameObject.GetComponent<Rigidbody>();
rb.AddForce(rb.velocity * str, ForceMode.Impulse);
}
SFXPlayer.Instance.PlaySFX(HeadButtAudio, transform.position, new SFXPlayer.PlayParameters()
{
Pitch = Random.Range(0.9f, 1.1f),
SourceID = -1,
Volume = 1.0f
}, 0.0f);
}
}
The only thing left to do at a later date would be to try to accelerometer values from the headset and link that to the str (strength) parameter in the script.