I've created a bouncing ball in Unity, and I want to bounce the ball across the field, but the results I get seem very unrealistic.

The ball should bounce in the direction it was launched 2 or 3 more times, but after the first launch the next bounce is bouncing at the same place, going straight into the air. I also didn't see any spin effect on the ball. How can solve this problem?

Ball bouncing

And here's my physics settings

Physic material Rigidbody

  • \$\begingroup\$ 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. \$\endgroup\$
    – Philipp
    Jun 19, 2020 at 16:40
  • \$\begingroup\$ I'm confused. You mean you've tried and it unable to work(It still have the horizontal break problem?) or it's not. \$\endgroup\$ Jun 20, 2020 at 8:03
  • \$\begingroup\$ 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. \$\endgroup\$ Jun 20, 2020 at 8:05
  • \$\begingroup\$ Does the rotation of the ball matter? \$\endgroup\$ Jun 20, 2020 at 8:06
  • \$\begingroup\$ 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. \$\endgroup\$
    – allnodcoms
    Jun 20, 2020 at 11:30

1 Answer 1


Thank you for your answer. I think i found a solution. The solution is reduce the FixedTimestep into 0.01 instead of 0.02(default). I think this will make the physic much more precise(Since every thing on pitch happen in 8x8 grid).


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