I'm building a 2D platform game. In one of the modes, if you hold the mouse button and approach a GameObject that has a collider attached to it, a collision occurs. I achieve this by placing, while the mouse button is being held, a game object with a sphere collider where the mouse cursor is.
I'd like to achieve a bouncy effect, so that I can guide an object that would bounce on the cursor until it reaches a given goal. The gravity is set very low to allow time for reaction.
The thing is, the object I'd like to guide only bounces when I approach it as it is lying on the ground. Once it's airborne, the cursor's collider holds it in the air, but there is no bounce to the collision.
I've tried by adding an hyper-bouncy physics material to both colliders, to no avail. I also read about the problem with skin widths, but as far as I understand it, that's only an issue for character controllers.
Perhaps this is all a little fuzzy, but do you have any idea what could be preventing my object from behaving more "bouncily"?