Sphere Rigidbody + Mesh Collider = Jittery physics

In this example I’m spawning a Rigidbody with a sphere collider attached above a mesh collider. It briefly jitters and then stops. Does anyone know how I could eliminate/reduce the jitter?

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I stumbled across this post looking for a solution to a similar issue, I’m no expert but I think this problem can be fixed by some of these solutions:

-Change the physic material of the colliders, (least bounce, least friction)

-If you’re are not using the hole in anything change the mesh collider into a group of box colliders, this is better performance-wise and will remove the jitters, you can control the sphere position with movePosition(), or freeze position on contact with the collider.

Hope this helps!