Is it at all possible to meaningfully combine those two things?
Let’s say for a 2D platformer game I decided to make a jump pad kind of object and to use it the player has to jump on top of it.
I add a Physics Material 2D (with some bounciness) to a collider on the jump pad object and it all works fine (it sends player flying in a way that I need) but there is one problem - if the player lands back on the jump pad (from a higher point in space), then it sends him up way higher and at increased speed. It happens due to bounciness property of the physics material obviously.
First though was to replace it with an area effector, but it doesn’t feel right…
Is it possible to have some sort of a constant bounce on a collider which would still react to an impact, but without combining the forces on the next impact? I guess it’s impossible to do with the physics mat due to, well, the laws of physics, but maybe there’s a solution I’m missing? Don’t really want to reinvent the bicycle…
What I would do is remove the bounciness from the jump pad, and when the player collides with it, zero out the players velocity on the Y axis, then apply an upward force to the player.