Hi everyone,
So I’ve been having some trouble with my players movement and I can’t figure out why it’s behaving this way.
The situation is basically: The player is a sphere, he is moved via RigidBody.AddForce();, the level is made out of individual cubes (size 1,1,1) to make a larger area. Each cube has an individual collider (this has to be the case, as the core mechanic relies on each cube having a ‘passable’ state).
Now, everything works fine with this, except when the player is rolling directly on the seam of 2 cubes, his speed is halved. It seems to be combining the friction from the 2 surfaces. The strange thing is that both the player and the cubes have a custom physics material which has the friction combine mode set to “Minimum”.
Is this intended behaviour? The description for the friction combine mode Minimum seems to suggest that it should take the minimum friction value, rather than combine them.
This feels like a bug, if it’s not, does anyone have any ideas for a solution?
Thanks!