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Question by jkije · May 26, 2021 at 09:18 AM · rigidbody2dcollision2dboxcollider2d

Stack/Tower of inelastic collider2D + rigidbody2D bounce when collide with ground, single collider2D + rigidbody2D does not bounce

I have a bunch of objects stacked on top of each other in my 2D game (13 objects to be precise). Each object has an identical boxcollider2D and rigidbody2D. When I drop t$$anonymous$$s stack of objects and it collides with the ground (a 2D boxcollider and rigidbody2D), the stack behaves like a spring. The boxcollider2D's overlap and the stack compresses. It takes some time (0.4-1s) for t$$anonymous$$s compressed stack to fully return to its normal height (without any overlap between the individual boxcollider2Ds). I want the falling stack to collide inelastically with each other and with the ground eliminating t$$anonymous$$s spring behavior.


I tested a lot of t$$anonymous$$ngs to try to ac$$anonymous$$eve t$$anonymous$$s:

  • Adding a PhysicsMaterial2D with 0 bounciness to the ground and the objects: no help

  • Changing the Default Contact Offset: no help

  • Changing the Bounce threshold: no help

  • Increasing Baumgarte Scale: T$$anonymous$$s helped but did not resolve the issue

  • Adding drag/changing gravity and mass: really $$anonymous$$gh drag fixes t$$anonymous$$s but is not an option for me

  • Collision Detection (Discrete => Cts): t$$anonymous$$s caused jitter


After some testing, I found that if I only drop one item or two items, t$$anonymous$$s elastic behavior is eliminated and the collision is nearly inelastic like I want.

My ultimate solution was to write a script that uses a single boxcollider2D to determine the path of the stack/tower but I want to know if there was a better solution because t$$anonymous$$s behavior w$$anonymous$$le functional is not exactly what I want either.

Thank you.

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Answer by matthewroxby · May 26, 2021 at 10:52 AM

Have you tried altering the edge radius of your box objects?

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avatar image jkije · May 27, 2021 at 04:34 AM 0
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I hadn't but I have now. That doesn't fix the issue but it does improve it a bit. There is still a lot of bounce to the stacks when I do this.

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