- Home /
Strange Circle collider 2D physics behaviour
Hi,
I faced the strange 2D physics behaviour in my project. All I do is: click GameObject => Create Other => Sphere, then I remove Sphere Collider component in the inspector, add Circle Collider 2D, add RigidBody 2D. Then I create two cubes and replace their Box colliders with Box Colliders 2D. That's everything I do. You can see how the created sphere behaves on this video: http://madfatcat.com/00/strangePhysics.mov . I didn't change neither project's physics settings nor any other sphere gameobject's settings. Thanks for your help.
No, all my actions are described above. This happens even when starting new project. One more notice: this is happened when I scale down the sphere. When the scale == 1, the sphere behaves correctly, but once I reduce the scale to, say, 0.3, I see the incorrect physics behaviour. Furthermore, I just realized the scaled down sphere's behaviour is incorrect in the Unity IDE and on iOS devices, but not in web player! Can please someone just repeat the steps described above in a blank project and let me know how everything is working? Don't forget to scale down the sphere to 0.3. I have Unity 4.5.1f3 basic license for mac.
Answer by thomasindustry · Jul 09, 2014 at 07:21 PM
Try using physics materials to set the friction and drag of your objects. Also, it looks like you gravity might be a bit low
I played with friction and bounciness, as for the drag, it can be set in rigidbody component's properties and I played with it as well as with the gravity.
Your answer
![](https://koobas.hobune.stream/wayback/20220613153622im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
Rotating child object in compound collider 0 Answers
Unity 5: RigidBody or No RigidBody? 1 Answer
Reset Rigidbody2D rotation after collision 2 Answers
Drag Player Object using Physics 2D 0 Answers