I’m using a scaled cylinder for the hockey puck which has a capsule collider, but I assume it’s fine because I ignore movements over Y axis.
In the video I’ve created a physics material with bounciness 1 and friction 0, the puck has mass 1 and drag 0.2, but once the puck is slow instead of bouncing it gets sucked to the corners:
infiniteimpurekiskadee
I’ve tried playing with all these settings, friction, drag, mass, collision detection & interpolation and others but can’t seem to find the problem. Could it be the capsule collider? or is this some physics engine quirk I’m not aware?
Any ideas appreciated.