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Bounciness: 1 not working properly

Discussion in 'Physics' started by luchong12, Feb 14, 2016.

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  1. luchong12

    luchong12

    Joined:
    Jul 15, 2013
    Posts:
    3
    Ok, so I searched everywhere for a straight up answer to this and I couldn't find it.

    The problem is: I've got a sphere with a rigidbody and a collider with physic material with bounciness set to 1 and bounce combine set to maximum. I'm trying to make it bounce on a plane that has a collider and no rigidbody. If I understand correctly, the sphere (that has drag and angularDrag = 0) should bounce at the same height every time, infinitely. That's not the case, as the sphere gains a small amount of altitude with each bounce.

    So I was wondering if this is a known bug or if I am doing something wrong here because it seems to me that something this simple should be easy to reproduce in Unity with fairly enough exactitude without the need of scripting. Thanks in advance.
     
  2. sleeperservice

    sleeperservice

    Joined:
    May 7, 2016
    Posts:
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    I'm having the same problem with the same setup in 5.3.4. Bounciness: 1 is causing the ball to gain height every bounce. Bounciness 0.985 appears to be "perfectly bouncy" (i.e. no energy lost or gained on each bounce). I'm also able to set the bounciness much higher than 1 (I've gone as high as 2000). I've seen that previous versions (4.5) have had an upper limit of 1 on bounciness by design (https://issuetracker.unity3d.com/issues/bounciness-cannot-be-set-to-more-than-1) but this appears to have been changed by 5.3.4.
     
  3. eXonius

    eXonius

    Joined:
    Feb 2, 2016
    Posts:
    207
    Maybe it's just the case of Unity physics not being that exact, I mean it's all approximations and the math is simplified so we can't always expect theoretically correct behavior just because we enter the correct variables?
     
  4. tomsseisums

    tomsseisums

    Joined:
    Oct 8, 2012
    Posts:
    37
    Have you assigned a physics material to the plane? Might be that the default properties of an unassigned phys.material could be causing something.

    EDIT: Nope, just tried - same issue.
     
    Last edited: May 10, 2016
  5. In2Play

    In2Play

    Joined:
    Apr 25, 2016
    Posts:
    64
    I'm having the exact same issue. Why this has not been resolved after so many years?
     
  6. FilCattish

    FilCattish

    Joined:
    Feb 18, 2022
    Posts:
    1
    You should set "Collision Detection" to Continuous mode.
     
    lghfoo likes this.
  7. lghfoo

    lghfoo

    Joined:
    Jul 10, 2019
    Posts:
    4
    Solve the problem. Thanks.
     
  8. MelvMay

    MelvMay

    Unity Technologies

    Joined:
    May 24, 2013
    Posts:
    10,533
    It's nice to appreciate help but in the future, please use the like button rather than necroing a 6 year old post; it's what it's there for.

    Thanks.
     
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