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I like the bounciness effect you get when an object with a physics material 2d with bounciness collides with another collider and I want a similar effect in my game. The problem is that in my game there are no real collisions. I instead, set the objects rigidbody to kinematic and velocity to 0 when it lands on the ground using a trigger collider, and I need to keep it that way in my game. So how can I then get that bounce effect when an object lands on the ground under these circumstances?

Thanks in advance.

(This questions adds to my previous question: Unity 2D - How to make vertical ground in 2D?)

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    \$\begingroup\$ I'd say you're going about this the wrong way. To get a 2.5D/pseudo-3D effect like you describe in your previous question, I think the easiest route is to actually use 3D physics with your 2D assets, and view them from a 2D camera. This way you get proper depth behaviour automatically, without needing a pile of work-arounds and special cases. It will still look identical to the player, but require substantially less reinventing of the wheel from the game's developers. \$\endgroup\$
    – DMGregory
    Apr 2 at 15:40

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