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Jun 22, 2020 at 6:43 vote accept Puntawat Ponglertnapakorn
Jun 20, 2020 at 16:13 history edited DMGregory CC BY-SA 4.0
Minor cleanup
Jun 20, 2020 at 15:14 answer added Puntawat Ponglertnapakorn timeline score: 0
Jun 20, 2020 at 12:32 comment added Puntawat Ponglertnapakorn @allnodcoms Thank you very much for your suggestion. I think the orientation of the ball is matter since it's like a spinning effect then the ball friction direction can be apply in the wrong direction. (Like a shear force)
Jun 20, 2020 at 12:25 comment added allnodcoms Normal drag will slow and stop the ball, you don't need angular drag for that. Friction between the ball and the pitch will also slow it. As your problem is intermittent, and dependant on trajectory it would seem logical that it's a settings problem rather than a code issue, so the only thing I can suggest there is to keep changing things up until you get the result you are after, I would check to make sure you are not accidentally adding some other force that stops the forward momentum though - just to be sure.
Jun 20, 2020 at 12:19 comment added Puntawat Ponglertnapakorn Also this is not happens all the time. In some trajectory the bouncing looks realistic but some is not.
Jun 20, 2020 at 12:18 comment added Puntawat Ponglertnapakorn @allnodcoms I use the Impluse force mode on the ball. And I did try to add the physic material on pitch it not that help. In my opinion is to stop the ball rolling on the floor I need the angular drag to stop it but maybe there's this kind of problem instead.
Jun 20, 2020 at 12:15 comment added allnodcoms You can apply a Physics material to the pitch (in the collider), and you don't need a Rigidbody on it, I just wondered if there was one. It looks like it should be a friction setting problem, but knowing the code that adds the impulse to the ball (or not) would sure help.
Jun 20, 2020 at 12:05 comment added Puntawat Ponglertnapakorn @allnodcoms Yes the setting is for the ball. On pitch object has only box collider. Do i need to attach any physic material on the pitch? But i ithink if i add the rigidbody to my pitch it will fall down together. and i just try to freeze both position and rotation of the pitch it's not help.
Jun 20, 2020 at 11:57 comment added allnodcoms OK, I take it the settings you posted are for the ball? What settings are there on the pitch? Does it have a Rigidbody? Physics Material?
Jun 20, 2020 at 11:54 comment added Puntawat Ponglertnapakorn @allnodcoms I have set it to zero but the ball is not stop from rolling. Also sometime if i set it too high the ball seems to spin backward once it hit the ground
Jun 20, 2020 at 11:30 comment added allnodcoms Angular Drag is set to '3', this will stop the ball from rotating and therefor kill the forward momentum. Set that down to zero and see if that solves the problem.
Jun 20, 2020 at 8:06 comment added Puntawat Ponglertnapakorn Does the rotation of the ball matter?
Jun 20, 2020 at 8:05 comment added Puntawat Ponglertnapakorn I also try to tune the dynamic and static friction but it still have this effect. Another settings that i didn't provide you is I use the bounciness threshold = 0.7 becuase my fixed area is only 8X8 grid in unity so i need to scale the force and the threshold down to make it bounce and not to stop too early. I'm not sure that this is cause of the problem? but i think it's not.
Jun 20, 2020 at 8:03 comment added Puntawat Ponglertnapakorn I'm confused. You mean you've tried and it unable to work(It still have the horizontal break problem?) or it's not.
Jun 19, 2020 at 16:40 comment added Philipp I tried to reproduce your problem in a fresh project and was unable to. I added a sphere and a plane, added a script to the sphere which gives it an impuls on a keypress, and gave the sphere a rigidbody and a physics material set up exactly like in your screenshot. It behaved the way I would expect it to.
Jun 19, 2020 at 13:49 history asked Puntawat Ponglertnapakorn CC BY-SA 4.0