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Jan 23, 2020 at 5:51 vote accept ChrisC
Jan 21, 2020 at 18:14 comment added Lou Garczynski @Chris you wouldn't do this using angular drag (which should be 0 in your situation), but by locking the rigidbody rotation.
Jan 21, 2020 at 10:21 answer added Shuvro Sarkar timeline score: 2
Jan 21, 2020 at 0:12 comment added ChrisC I have added an edit at the end of the original post, as I seem to have found a way around this issue. But it doesn't seem to me that I should need to be doing what I am describing in that edit...
Jan 21, 2020 at 0:11 history edited ChrisC CC BY-SA 4.0
added 1346 characters in body
Jan 20, 2020 at 23:25 comment added ChrisC I am not sure... I did try setting the angular drag on the circle's RigidBody2D to 0.00 (it was set to 0.05 by default, as can be seen in the first screenshot above), but that did not change the behaviour.. I also played around with the Collision detection mode (Discrete versus Continuous) and the Interpolation Mode (None, Interpolate, Extrapolate) of the circle's RigidBody2D, but that didn't change the behaviour either :/
Jan 20, 2020 at 20:13 comment added Foxwarrior Could some of the energy of the collision be going into adding spin to the ball, or something like that?
Jan 20, 2020 at 19:50 comment added ChrisC Hey DMGregory, thanks for your comment. You are right, that was captured from an old version. I have updated the post with a new gif.
Jan 20, 2020 at 19:49 history edited ChrisC CC BY-SA 4.0
edited body
Jan 20, 2020 at 17:11 comment added DMGregory You say the bouncy physics material is used on your ball and box colliders, but in your gif the box colliders show no physics material applied. Was this captured from an older version, or is it possible the material didn't get applied as expected?
Jan 20, 2020 at 16:14 review First posts
Jan 24, 2020 at 3:18
Jan 20, 2020 at 16:13 history edited ChrisC CC BY-SA 4.0
edited body
Jan 20, 2020 at 16:10 history asked ChrisC CC BY-SA 4.0