Smooth material of cylinders

Hi, I’m new to Unity and I’m trying to develop an air hockey game.
I’ve been focusing on the physics and I’ve got a problem:
When the Player collides the puck, in some way the puck gets “linked/anchored/catched” by the Player unless the corner between the Player and the puck is not high.
If I do not freeze the Y axys, then it’s way smoother, but not enough for me. (And I don’t want the puck to keep rotating too!).
Both Player and puck are cylinders and I would like to make rotation more fluent, just like if the material is smoothened.
(Already played with drag and friction)

Any concrete help will be really appreciated!

Screenshot:

is your player a mesh?

If so check the smooth sphere collisions. That will smooth out the collisions with spheres (or in this case sphere like objects)

Maybe check the contact area of the capsules. They should be hitting straight-edge to straight-edge, as if they were cylinders. If the puck hits the player where it starts to dip into the ground, physics will try to force the puck downwards. For me, it just loses a lot of speed, but your set-up could be trapping the puck down there.

To line them up, you can not have a floor (if everything has Y locked.) Or set the floor and player layers not to interact (so the player collider can hang through the floor, presenting a nice vertical edge for the puck.)

A capsule collider, like you’re using, is going to give the smoothest performance. It uses exact math to give two round things bouncing off each other, and runs faster than a mesh collider.

Are you using a physics material? That can help with a stronger bounce effect.