rekjl thanks im happy that this topic has a meaning for other users!
As we all know the documentation for Q3D plugin is worked on by the plugins developers i opened the topic, cause at the time i bought it there was very little documentation, and the examples will not help a lot the newbys as i was before and im still am , at this moment with Q3d but i said what i learn to share, so here is my next shared knowledge, even though is simple and already given by the Q3D examples some users wont actually understand it for what it is, so il brake it in the simplest way so everyone can understand,
i seen lately on the Q3d page that some people are trying to figure it out the angle in 3d , or apply force at surtain angle, il tell you just this, there is no need for angle calculation once you have the mouse position in XYZ is basically the same thing , so for you to apply a 3d physics force into the 3d plane, you just need to look at the Raycaster example,
what raycaster does is casting a line projection or whatever you want to call it, towards the mouse position x,y and calculates the Z axes based on the viewport position, and the object inside your world, now you can do this for all kind of objects, but essentially for it to work, properly and easy way, is not to cast on an moving object, but on a static object, as is a platform, that signifies the ground from your world, i did a pool example for you guys to see how this works, so basically the raycaster example you can clone it into your game and replace surtain parts, as the maximum distance from where to cast, and take position and so on, since c2 now offers 100,000px width /height surface, even though it doesn't really matter cause in Q3d everything is at a difference space time and magnitude.
so the simple fact? raycaster example is the method to solve the Mouse X Y Z, is already given to you,
now to apply a force or an impulse once you have the raycast casting the line towards the desired plane, or object , instead of breaking your heads figuring out what is the mouse.z use this variable instead
(lets say you keep the raycaster as the default name)
Q3dOymoPhysics.ApplyForceAtPosition Raycaster.x Raycaster.y Raycaster.z that wold be your mouse position in the 3d world
and the result it wold be something like in this Link deprecated il reupload soon.
And forgot to mention, when you use raycast example, you need 1 thing to work, your q3dobject has to use a 3d model, can be a cube shape what ever, atleast on my side until i dident set an model to use, dident worked.