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Question by awwilhelm · May 30, 2015 at 05:13 PM · c#physicsphysics.raycastbouncingphysics material

Bouncing ball never becomes stationary

Currently I have dynamic friction of 1 on both my ball and terrain and I have bounciness set to 0.8. I check to see if all x, y, and z velocities are less than 1 and if so set angular velocity and velocity to zero. However, if I drop the ball from a high height it creates a bit of a bug. When it hits the ground after a few bounces the velocity is less than one so I set the velocity to zero and the frame after this the y velocity is -1.96. And is this exact number every time and I don't know any other variable that might be carrying out the balls bounce.

Also, if I don't set the velocity to zero when less than 1 the velocity is bounce between 1.5 and 0.7 which makes no sense in physics. And if the ball is lower than this "high" height, it works fine. Any ideas?

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Answer by Noctus · Oct 22, 2016 at 08:50 AM

Try clamping the ball's velocity to set values with something like mathf.clamp in order to mitigate your negative velocity issues. Hope this helps @awwilhelm

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