push(actor, velocity, affectKinematicopt)
The result of this is "pushing" the actor, meaning adding an instantaneous velocity to it. You could do this to kick a ball, launch a projectile, etc.
In technical terms, what happens is that this function will send a message to the given actor asking it to add a velocity to itself. So technically you don't kick the ball, you gently send it a message asking it to kick itself. So the target actor must have a handler for the VelocityChange message in order for this to work. This is in the default behavior for actors, so unless you changed it, it should work as expected.
||ActorRef||The actor to add the velocity to.|
||THREE.Vector3||The velocity to add.|
||true||If true (default), affects kinematic objects as well (send them flying with the given kinematic velocity). If false only physics-based objects will be affected.|