I’m making a super-simple game with balls, walls and physics, however I have encountered a problem I can’t seem to solve. I don’t know if it’s some weird limitation of Physics 2 or maybe I’m doing something wrong.
The problem occurs at slow speeds, not extremely slow like barely moving, but just normal slow.
When the ball slowly approaches a wall and hits it, it stops completely and sticks to it rather than bouncing back at the same velocity like it should. It also happens when the ball hits a wall at an oblique angle (the velocity towards the wall is low) when it sticks to the wall sliding against it instead of bouncing away from it.
I’ve got my Restitution set to 1 and my Friction to 0 on all objects. Linear Damping is also at 0. So basically everything should work perfectly bouncing around in perpetuity. And yet, if my ball slowly enters a corner it gets stuck in it…
I’ve tried everything, including increasing Restitution above 1 which only amplifies the velocity of a fast moving ball while failing to prevent this weird “sticky effect” at lower velocity collisions…
Basically, it seems to me that the Physics engine does not do any “bounce” if the relative velocity is below a certain threshold. I’m stumped and my game’s concept depends on perfect bounciness in vacuum! Help!
