# Increase friction with a friction joint

I'm making a topdown 2.5D game (think the legend of zelda: a link to the past) using libgdx and box2D.

to simulate friction from a topdown perspective, i've set the gravity for the box2D world to 0, and added a friction joint to simulate friction with the floor.
this joint requires 2 bodies, one moving and one stationary and it slows down the moving one simulating friction.
my movable body is a dynamic body (player), and my stationary body (anchor) is a static body that is a sensor (to avoid collisions with bodies)

now I've increased the speed of the playable character, and it feels like he's skating over the ground.
I want to increase the friction, but after I'm not noticing any difference after changing variables.

the variables i've tried changing (that didn't seem to do anything) include:

• the .friction on the fixtureDef of either body (player + anchor)
• the size of the anchor
• the .maxForce of the joint

How do I increase the friction caused by a friction joint in libgdx's box2D implementation?

• Can you provide screenshot of your inspector or our code for better solution. Jun 22, 2017 at 16:19

• That player has an 8m radius and moves at 50 m/s! The player radius should probably be around .5 or even .25 for a person-sized object (not sure how much space a human occupies haha...). And a human walks at about 1.5 m/s. Just in case you wanted some numbers ;) Jun 25, 2017 at 20:33
• Also it is suggested that you don't use setLinearVelocity and instead use applyLinearImpulse instead for constant speed. Jun 25, 2017 at 20:40