Comments (2)
In a contact between two bodies the largest bounciness factor of the two colliders is used. Therefore, if you want no bounciness at all in a contact, you need to set the bounciness factor of both colliders to zero.
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Thanks, that helps me fix my problem. Did you consider taking an average instead out of interest?
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Related Issues (20)
- ConvexMeshShape colliders not colliding properly
- Get all objects overlapped by sphere HOT 1
- Total force differs with update timestep? HOT 2
- Collision category bits HOT 4
- Are different dworlds threadsafe? HOT 3
- Capsule vs triangle edge, no contact if edge parallel HOT 3
- SingleFrameAllocator and multiple world instances. HOT 1
- Sim step slowing down HOT 6
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- A ton of compiler errors when trying to compile with Make. HOT 1
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- Objects going though each other HOT 1
- Set Collider Transform assumes that mBody is a RigidBody HOT 2
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- CollisionDetectionSystem::createContacts() assert crash HOT 2
- Transform::getOpenGLMatrix not including rotation HOT 2
- void PhysicsWorld::createIslands() dirty contactPairIndex crash HOT 4
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