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Question by ComFreek · Jan 22, 2014 at 07:24 PM · physicsrigidbodybounciness

Sphere sticks to cube

The problem: why does my sphere stick to the lower border after bouncing from the right border?

This problem always happens when ball.rigidbody.velocity.x != 0.

Update: I created a workaround which is shown below.

Problem

This is my simple scene (I removed all other parts to ensure that the bug doesn't relate to my code):

Scene

My Physic Material which I applied to both cuboids:

 Dynamic Friction:          0
 Static Friction:           0
 Bounciness:                1
 Friction Combine:          Minimum
 Bounce Combine:            Maximum
 Friction Direction 2:      0, 0, 0
 Dynamic Friction 2         0
 Static Friction 2:         0

I also created a behavior for the ball which basically sets rigidbody.velocity to an initial motion vector (say 3, -1, 0).


My workaround:

 Vector3 velo = rigidbody.velocity;
 string[] applicableBorders = new string[]{"BorderTop", "BorderBottom"};
 
 if (velo.x == 0 && System.Array.IndexOf(applicableBorders, collision.collider.name) < 0) {
   rigidbody.velocity = new Vector3(rigidbody.velocity.x, rigidbody.velocity.y * -1.0f, rigidbody.velocity.z);
 }

I wonder whether any cleaner solution exists.

unity-scene.png (5.3 kB)
unity-screenshots.png (5.9 kB)
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avatar image fafase · Jan 22, 2014 at 07:26 PM 0
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I don't quite get what is your problem. The ball sticks to the bottom border but it has rigidbody so gravity pulls it downward where the lower border is. Could you explain further?

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Answer by ComFreek · Jan 24, 2014 at 02:23 PM

It works now.

I only removed my code - nothing else. That's really strange because it hasn't had worked before without the code.

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