As a simple test, I have a few spheres drop onto a slanted plane. Each has a different Physic Material (with unique friction settings) specified in its Sphere Collider. But they all roll down the plane at the same rate. The only way I have been able to see any difference is by modifying the Rigid Body’s drag. Is there a setting I need to check to make sure the Physics engine is not being bypassed? Thanks for any help.
Does this page help?
Thanks for the link, I was using that earlier. Here is an image showing my setup.
All three roll down at the same rate. The bounce is slightly different.
Hey Contrast, the best fix i found for this was replacing the sphere collider (+ mesh) with a Box one, and disabling rotation of the cube via the Rigidbody inspector panel.
The reason for this was a sphere has a very small point of contact with the ground, while a cube has a larger surface area, especially true if the collider doesnt rotate.
Friction doesn’t really affect the speed at which a sphere falls down a ramp. If you have 0 friction, the ball will slide down without rolling. If you have a lot of friction, the ball will roll down without sliding.
This is because all friction does is convert part of the sphere’s linear speed into angular speed. If the sphere can’t slide due to friction, it will roll instead. A cube however would not be able to roll, so friction would just reduce linear speed.
What you’re probably looking for is angular and/or linear drag, instead of friction.