Applied force halved when object rests between two objects?

Hi guys,

I’m experimenting with simple 2d character controller setups, and I came across something odd.

I have a controllable gameobject (red cube in screenshot) with a RigidBody (for gravity) and a box collider. It is standing on other cubes (grey cubes in screenshot) that has a box collider.

I have the Up key set to apply a force to the red cube when the key is pressed down, making it temporarily move upwards. Basically a jump button.

When the red cube is resting on one grey cube, it reaches a certain height, but if it is standing on two cubes at once, it only reaches about half the same height.

I could draw separate bounding boxes for collision, but it would be quite complicated in a cube based games with lots of differently sized cubes. Any ideas why this is happening?

1064596--39587--$unityforcevertexissue.jpg

I had exactly the same issue some time ago. My solution was: Multiply the force by the amount of objects on which the character (or box in your case) is.
I assumed it has something to do with the friction, but haven’t tested it, because the multiplication solution fell correct.