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Question by LaurynasP · Feb 10, 2016 at 12:41 PM · physics2dbouncing

How to manage Physics2D bounciness so an object does not rotate like crazy after the bounce?

Hello, I've encountered a problem while trying to make my objects bounce off each other.

alt text

When one of my objects of mass 1 hits the brown object of mass 500 the brown objects starts rotating very fast in the highlighted direction. I have tried increasing angularDrag but it only manages the drag it self instead of Angular Force or something similar.

The question is: Does Unity have a more sophisticated bounce component? Or the only way would be writing a script?

Thanks in advance :)

Student of University of Essex,

Laurynas Pupsta

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Answer by Arcade-Perfect · Feb 10, 2016 at 05:41 PM

there small option in the rigidbody2D component called: Freeze Z Rotation. mark it and wa-la!

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avatar image Arcade-Perfect · Feb 10, 2016 at 06:17 PM 0
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also you can make a simple script that freeze the rotation by writing in the FixedUpdate $$anonymous$$ethod:

  transform.rotation = Quaternion.identity;



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Answer by LaurynasP · Feb 14, 2016 at 05:56 PM

Well, TBH I just wrote a script to emulate the hit with forces at the collided point. Then I tweaked the force of the hit to the shape and done. Thanks for the answers tho! Cheers The code that solved my problem:

 void OnCollisionEnter2D(Collision2D collision) {
         if (collision.gameObject.name == "shape")
         {
             Rigidbody2D hitRb = collision.gameObject.GetComponent<Rigidbody2D>();
             hitRb.AddForceAtPosition(rb.mass*rb.velocity, collision.contacts[0].point);
 
             GameObject.Destroy(gameObject);
         }
     }


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