# Friction value of 1 doesn't mean stop?

Just curious.

Depends…if it’s a box sliding down a plane, for example, then yes, it does mean stop. If it’s a sphere sliding down a plane, then no, since virtually none of the sphere is actually touching anything so there’s not much for friction to act on (like real life ).

–Eric

That makes sense. Thanks for that.

I’m having trouble getting my golf ball to behave the way I want: Collisions work well in addition to things like drag in the air, etc., but while rolling on the plane representing grass my setting the friction doesn’t quite cut it. I don’t want to alter drag because that would affect the ball’s flight through the air. Out of pure laziness I was hoping to rely on the built in physics, but I guess it’s time to suck it up and do the work =).

Thanks again!

Yeah, unless you’re going to physically model every blade of grass to actually model what friction would be doing in real life to a golf ball, you’ll have to take some shortcut.

You could just have drag be high when the ball is in contact with the ground. Then with OnCollisionExit(), set it back to normal for when it’s airborne, or something like that.

–Eric

Eirc is right on target here.

I would have said something like this. I would also adjust the drag in relation to the speed of the ball on the ground. That way, it slows to a stop.

Something like… While the ball is in contact with the ground, increase the drag until you find the magic number that makes it stop “realistically”.

In my experience, you rarely have to pull out Newton, Einstein, or Heisenberg, unless you are doing forensic reconstruction. Or you just like to suffer. You can almost always approximate very realistic results by faking the math involved until it behaves the way you want it to.

Hope this helps.