Everytime ball goes to new plane it bounces

I’m trying to make a game with the rolling ball from sample assets. Everytime ball goes to new plane, cube, etc it bounces. How do I make it not bounce. [31393-screen+shot+2014-08-22+at+9.59.47+pm.png|31393]

first script

`using UnityEngine;

public class Ball : MonoBehaviour
{
[SerializeField] private float movePower = 5; // The force added to the ball to move it.
[SerializeField] private bool useTorque = true; // Whether or not to use torque to move the ball.
[SerializeField] private float maxAngularVelocity = 25; // The maximum velocity the ball can rotate at.
[SerializeField] private float jumpPower = 2; // The force added to the ball when it jumps.

private const float GroundRayLength = 1f;                   // The length of the ray to check if the ball is grounded.

void Start()
{
    // Set the maximum angular velocity.
	rigidbody.maxAngularVelocity = maxAngularVelocity;
}

public void Move (Vector3 moveDirection, bool jump)
{

    // If using torque to rotate the ball...
	if (useTorque) 
        // ... add torque around the axis defined by the move direction.
        rigidbody.AddTorque(new Vector3(moveDirection.z, 0, -moveDirection.x) * movePower);
	else
        // Otherwise add force in the move direction.
		rigidbody.AddForce( moveDirection * movePower );

    // If on the ground and jump is pressed...
    if (Physics.Raycast(transform.position, -Vector3.up, GroundRayLength) && jump)
    {
        // ... add force in upwards.
        rigidbody.AddForce(Vector3.up*jumpPower, ForceMode.Impulse);
    }
}

}
`
end first script

begin second script

using UnityEngine;

public class BallUserControl : MonoBehaviour
{
    private Ball ball;           			// Reference to the ball controller.
 	private Vector3 move;					// the world-relative desired move direction, calculated from the camForward and user input.
	private Transform cam;					// A reference to the main camera in the scenes transform
	private Vector3 camForward;				// The current forward direction of the camera
	bool jump; 								// whether the jump button is currently pressed

	
	void Awake ()
	{
        // Set up the reference.
	    ball = GetComponent<Ball>();

		
		// get the transform of the main camera
		if (Camera.main != null)
		{
			cam = Camera.main.transform;
		} else {
			Debug.LogWarning("Warning: no main camera found. Ball needs a Camera tagged \"MainCamera\", for camera-relative controls.");
			// we use world-relative controls in this case, which may not be what the user wants, but hey, we warned them!
		}

	}
	
	
	void Update ()
    {
        // Get the axis and jump input.

		#if CROSS_PLATFORM_INPUT
		jump = CrossPlatformInput.GetButton("Jump");
		float h = CrossPlatformInput.GetAxis("Horizontal");
		float v = CrossPlatformInput.GetAxis("Vertical");
		#else
		jump = Input.GetButton("Jump");
		float h = Input.GetAxis("Horizontal");
		float v = Input.GetAxis("Vertical");
		#endif
			
		
		// calculate move direction
		if (cam != null)
		{
			// calculate camera relative direction to move:
			camForward = Vector3.Scale (cam.forward, new Vector3(1,0,1)).normalized;
			move = (v * camForward + h * cam.right).normalized;	
		} else {
			// we use world-relative directions in the case of no main camera
			move = (v * Vector3.forward + h * Vector3.right).normalized;
		}


    }


    void FixedUpdate ()
    {
        // Call the Move function of the ball controller 
        ball.Move(move, jump);
    }
}

end second script

Have you ever tried to use physical material? You can create a physical material then set bounciness to 0 then attach it to your collider so that the ball won’t bounce.

change the material attach to the ball. make it metal instead of rubber. rubber has its bouncing properties which make the ball bounce every time it lands on the ground