We’re making a sliding puck game something like air hockey or shuffleboard or crokinole, and have gotten pretty good results with cylinder game objects, convex mesh colliders, and rigidbody on a plane of ice physics material. I was hoping for something that feels like pool, where when one ball hits the next ball dead on, the first ball almost comes to a stop and the second ball takes on all the energy of the first ball. Instead, it’s much more mushy - the first puck keeps going, pushing the second puck out in front of it. Gameplay-wise this is a problem for us because our game is all about how many times your puck collides with the others - if it’s mushy there’ll be constant small collisions and it’ll ruin the game.
So - is this a PhysX limitation? Mesh Collider limitation? Is there something that can be done? (I’ve played around with different physics materials to no avail - “Bouncy” makes the pucks bounce on the ice but not really bounce off each other.)