How to elliminate rigidbody bounce?

Hi,

I would to ask for you input or advice on the following.
I’ll include a short gameplay video of a game I’m making so you could see more about my question:

You’ll notice about halfway through the video I am picking up and dropping objects, I do that via script… if I look at a falling object and press the E key, I can grab the object… if not I instantiate a new cube.

This part works nicely, but where I do this for objects that have a high velocity, when I pick those up and drop them they appear to almost continue to travel in a direction or bounce than some other objects that where stationary before I grabbed them… see around 1:09 secs into video… as if they remember the movement before I grabbed the object.

The rigidbodies in the game use drag on 0, mass eg 11,when I pick them up drag is set to 1, all objects use collider material of the max friction one…
I have also had a look at the rigidbody api docs, I cannot find some kind of gravity / force reset option.
Hopefully I explain this ok, I’d appreciate any advise you could offer for this.

Many thanks,
Kim

Update, when dropping object looks like using
RigidbodyConstraints.FreezePositionX ;
RigidbodyConstraints.FreezePositionZ ;

Helps, but now sometimes the object gets thrown up into the air (y axis), not much but much better. :slight_smile:

Try using physics materials. Set bounciness to 0 on the object that the player will jump on.

Cool, many thanks for the suggestion!