"Perfect" sphere collisions causing bouncing


We’re currently working a multiplayer title in which the players take control of a ball by enacting physics upon it to move (torque and impulse work quite well!)

However, we’ve noticed that when moving on a flat plane, the balls will ‘jump’ automatically, seemingly at random. Suspecting a collision resolution issue with the static mesh we were using, we temporarily switched to a sphere collision component and ended up with the same results.

What are we doing wrong?

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So I actually solved this myself, years later - Using BSP’s for one reason or another causes physics inaccuracies; Switching to static meshes removed the bouncing entirely.

Also hello, strangers from google search results.

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