Box2D has a velocity threshold (in 2D physics settings) which I converted from a compile-time constant to something you can change at runtime. Any collisions with a relative linear velocity below this threshold will be treated as inelastic.
Box2D has a velocity threshold (in 2D physics settings) which I converted from a compile-time constant to something you can change at runtime. Any collisions with a relative linear velocity below this threshold will be treated as inelastic.