Hey Rama I have a question for you, is there a reason why you update the damping in C++? I have not tried that yet but the problem doesn’t seem to be the damping
The damping is actually applied without any C++ just fine (I can clearly see the ball slowing down faster) but unless you put some crazy-high value, it never completely stops rolling, it keeps moving really slowly forever.
But the thing is that there is no point in having a sphere with that high damping! you might as well put a box collision on the sphere at that point lol
Also, skeletal or not it doesn’t make any difference, the spheres are the same.
That sounds promising but if it’s a project setting that means you are forced to choose one or the other… is it possible to at least be able to enable this per object? or this has to be a global setting?
Also about the friction… are there any future plans to implement it? or this has to be done by the Nvidia guys? (sigh)
A side project of mine heavily relies on sphere friction so I’m basically forced to reinvent the wheel if I’m ever going to get realistic results
I will try the PCM setting when I get the chance though… thanks for that!