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Question by unity_8ymabw5K7pCEFA · Jan 23, 2019 at 03:49 PM · physics2dscriptingproblemvaluesphysics materialbounciness

Physics Material 2D Bounciness Does Not Revert After Playtime!

alt text

alt text

 GameObject[] Balls;
 bool FinalTrigger = false;


 // Use this for initialization
 void Start () {
     
 }
 
 // Update is called once per frame
 void Update () {
     if (FinalTrigger == true) {
         ModifiedBalls();
     }
 }

 void OnTriggerEnter2D (Collider2D coll){
     FinalTrigger = true;
 
 }

 void ModifiedBalls(){
     Balls = GameObject.FindGameObjectsWithTag ("Ball");

     foreach (GameObject b in Balls) {
         //Resizing 
         b.transform.localScale = new Vector3 (0.5f, 0.5f, 0f);

         //Changing bounce value
         b.GetComponent<CircleCollider2D> ().sharedMaterial.bounciness = 1f;


     }
 }

Here, as shown in the pictures:

I wanted to created a scene of balls getting created endlessly from above and then the ball's components are modified when they roll through the trigger near the final edge. So, I attached the above script to the trigger object.

The original values were: localScale of balls - - - (1,1,1) _ Friction & Bounciness of PhysicsMaterial2D inside CircleCollider2D - - - 0.4 & 0

The scale values reverts back to original after I played once and restarted. But, the bounciness stays the changed value 1, it doesn't go back to original at second time Playing and onwards. Balls are having Bounciness 1 before trigger! Please help !

I'm a beginner so if I made stupid mistakes, I'm very sorry...

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