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In modifying the properties of a RigidBody2D to get a desirable effect, I found that when using higher gravity scales and mass, bodies with bouncing tend to never come to rest. At higher values they will jitter on the ground.
Absorption can stop it, but it also kills the bounce effect.
Possible I'm misusing something, but it is at least odd to get these results with very little modification.
I have found a somewhat reliable workaround for this. The ball in below game can only jump if its colliding e.g. not agitated.
I confirmed it to work with high weights like 100. Values like weight and bounciness might require tweaking along with the threshold below but this should stop infinite bouncing:
Win10 64bit d030c17
In modifying the properties of a RigidBody2D to get a desirable effect, I found that when using higher gravity scales and mass, bodies with bouncing tend to never come to rest. At higher values they will jitter on the ground.
Absorption can stop it, but it also kills the bounce effect.
Possible I'm misusing something, but it is at least odd to get these results with very little modification.
Demo Project: 3.1 Jittering Bounce.zip
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