I have a moving ball that collides well. However, when it collides with another ball, it ramps up the ball and goes really high into the air.
I know that’s typical ball physics, but not what I want to happen.
I’d like if the balls colliding like boxes. It would hit another and the users ball would NOT fly into the air, but just recoil a little bit.
I’ve tried adding a static box collider to the ball to assume collision, but as it is static, it won’t attach to the ball. If it’s movable then it’s like moving a box, which doesn’t work.
Any ideas? I can’t attach a socket to the ball, that I am aware of, either.
Do you use physics to simulate movement of the ball? If yes then check masses and physics material, restitution is responsible for “bounciness” of the physics objects.
How would I go about setting it to maintain it’s rotation against the ball it’s attached to without making it static? and I am assuming I can create a custom collision channel that all the ball boxes reside in? Thanks
After more work on this, I am still suck. I was able to get a collider on my ball that didn’t move, BUT it would have erratic movement behavior, I think because it collided with the camera/spring arm.
Isn’t there a good way to have a static object move with a dynamic one but not rotate?