Issue with Physics Properties and Collisions

I’ve been using these forums extensively the last couple months as I pick up Unity. They have been a great help and I thought it was about time I added to it’s knowledge base for an issue I just can’t seem to find an answer to.

I am having an issue with a multilayer game I am working on the involves the players flicking marbles and these marbles colliding with each other and acting like you would expect marbles to act - speaking in a physics manner. When the flicked marbles (1) collides with another stationary marble (2), the flicked marble (1) bounces off correctly, like I would expect it to. It’s the marble that it hits (2) that doesn’t act correctly. The hit marble (2) only moves a short distance and then comes to a rest quickly. No matter how much force I apply to it in the OnCollisionEnter function. When I add a high force in that function, it (2) will bounce farther at first (as the force is added during the collision) but still come to a rest much quicker than the one that hit it.

I am in control of both marbles so I can go back and forth controlling one and hitting the other and then switching and using the other as the controller and hitting the first one. But it is always the same, whichever one I am in control over acts right but the one getting hit acts like it has a huge friction and drag even though both marbles are created from the same prefab.
1217874--49923--$HitAction.jpg

All I have going on right now in the code is the flick and camera dynamic. The flick really just happens in the update and adds force after a line is drawn. The camera just makes sure the camera follows it’s controller, so there’s not too much going on in the code that should be effecting the physics. Like I said above, I am currently not using the OnCollisionEnter function. I have tried using it with AddForce, AddExplosiveForce, etc., but those things have only exaggerate the problem but not really effect the main problem, which is the dynamic friction, drag, static friction or whatever it is that’s making the marble being collided (2) to come to a quick stop.

I have one marble prefab and the floor it is on. Below are all of their properties (RigidBody, Collider, PhysicMaterial) as well as the Physic Manager

1217874--49921--$PhyProp.jpg

If anyone can tell me what I am doing wrong here I would greatly appreciate it. I feel like it is something stupid and basic and that is why I have not been able to find the answers on the forums. But after the feeling of a day wasted, I thought it was time to ask.

The dynamic friction setting on the ball’s physics material may be a little too high, a value of 1 will mean it will slow down and come to a rest quite quickly, maybe try a lower value instead of 0.4?

I tried turning it down to 0.1 and the balls slide around a lot more when I flick them but still, when the one I flick collides with the other, the one the that wasn’t flicked gets a force as a result of the collision but quickly comes to a rest. It’s like it’s dynamic friction gets turned up or something to a similar effect is happening when it get’s collided with. The base of this game is the Photon Unity Network project. Could there be something inherent in me using Networked objects that is causing this weird physics reaction?