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How to make a region of a surface with different physical material/friction?
I'm trying to simulate a "sand paper" or just a region with high friction on top of a flat surface (which has low friction).
The flat dark green surface is one single cube with a box-collider. The light green surface is just a trigger, it doesn't interfere in the disk physics.
The blue disk is a mesh-collider with rigidbody, an it is launched by the player.
The brown surface is what I'm trying to simulate as a "sand paper", when the disk goes over it, I want it to slow down, due to the high friction of the surface.
The problem is that the disks (either the round or the squared one) collides with the sand paper and bounces back instead of going over it and slowing down.
I tried to make the sand paper as a box collider with the high friction physical material, and align the top surface perfectly with the top surface of the rink (green) but the disk bounces back.
I also tried to make the sand paper collider very thin but stills the disk collides and bounces back.
And even if I don't overlap the colliders, and perfectly align the top surface (using the vertex positioning tool) as shown below, the disks bounces back.
I know I can make the sandpaper collider a trigger and simulating the friction of colliding disks by script.
But to avoid this, is there a proper way to accomplish this by just using native colliders/materials? or maybe a different approach?
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