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Question by Demerzel_ · Dec 04, 2017 at 02:33 PM · rigidbody2dcollisions

How can I control collisions involving a non-kinematic Rigidbody2D with a user controlled Kinematic Rigidbody2D

I have a very weird issue, which I have been trying to fix for a few days now, but I couldn't find any proper solution. Everything is happening in 2D. I have a ball, which is controlled completely by Unity's Physics engine (no transform changes, no speed changes what so ever, just gravity and collisions), and I have an user control object that could hit the ball. Imagine a pool table. How I have things set up is the ball is a Dynamic rigidbody 2D, with a bounce material with 0.8 bounciness and 20 friction, with the collision detection set to continuous and the interpolation set to extrapolate. The stick is a Kinematic Rigidbody 2D with a 1.0 bounce material, 20 friction, collision detection set to Continous and Interpolate mode to none. The user can control by mouse input (or touch) the stick. The stick will be moved with MovePosition with delta

The problem is, no matter what I do, which collision mode I set, which mass or which material, there will be situations when the stick will just hit the ball to powerful, make the ball move with unrealistic speeds.

My initial guess is that the delta movement of the stick is too big, and unity will give an extremely big impulse. What I'm asking if there is no way of controlling this impulse or the speed in which the stick hits the ball?

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