I'm struggling to get the physics down for my grenade launcher. I'm wanting to get something close to quake: But as of right now the grenades tend to cling to the ground and roll. They don't stop. Also, I've got telescoping every other shot. I'm currently using a sphere collider and here's the setup for my physics: Dynamic Friction: 0.75 Static Friction: 1 Bounciness: 0.25 Friction Combine: Multiply Bounce Combine: Maximum Any suggestions?
At a guess I would say increasing angular drag would be useful to cut down on the roll. Or you could leave it as-is, and have a script that reduces angular velocity after collisions. What is "telescoping"?
Could you just not use the physics engine at all? Usually when I want exact control over how something behaves, I script it myself. I'd move it in the Update function and do a raycast to determine whether or not it's current path is clear. If it hits something, I'd do a Vector3.Reflect on it's trajectory to bounce it off of a wall (as well as reduce it's speed.) I have a weapon that works very similarly to the Quake grenade launcher and that's how I did it. Personally, I'd be concerned about the size of the physics objects anyway for grenades. I'd think it' be quite easy to accidentally toss one though a wall. Unless you use continuous collision, which is expensive.