This odd behavior just started when I updated the project to the latest Unity (5.6.1). Though it’s been over a year since the project was last updated, so it skipped several versions of Unity. Prior to the update, it worked the same in the Editor and on iOS.
A force is applied to an object on a ramp. If the force is too low, the object goes partway up the ramp and slides back down. In the Editor it behaves as it should, when the object hits the collider at the bottom of the ramp, it bounces slightly and comes to rest. However when running on iOS, when the object slides back down the ramp and hits the collider, it shoots out.
Everything but the object on the ramp is a static collider. The ramp object has a non-kinematic rigidbody and is not static. The collider at the bottom of the ramp has a bounciness of 0.3, maximum combine, so it should bounce a bit, as it does in the Editor. There is no force applied to the object on the ramp except when it is initially launched, no script is executed when it slides back down and comes to rest.
I have no idea what’s causing this odd behavior, especially since nothing has changed and it used to work correctly on iOS. It sort of looks like what happens when two colliders are forced to overlap and they shoot apart. But that’s not the case as the object is under physics control after the initial force is applied.
I’d very much appreciate suggestions as to what could be causing this.
The video shows the same behavior in the Editor first and then running on iOS.