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Why does the rigidbody sphere never stop rolling?
Trying it without success. Shouldn’t the ball keep going slower and slower because of the friction? it doesn’t slow down, it’s keeping a constant low speed after initial slowing down. That constant angular velocity ranges between like 1.5 and down. If I put in another cube as a wall it stops and goes to sleep.
Is there an effective way to stop a rigidbody physics?
Just do this to make it stop fully. Stops instantly, if you want to stop it over time you need to set it to lower over time. Untested code but should give you an idea on how to go about it. Velocity is a Vector3, I have tried it before I came up with the code in the first post.
How does friction work in a rigidbody sphere?
It’s not like a real soccer ball where you actually have lots of grass blades and stuff in contact with the ball at various points. Friction works for things like boxes because the entire surface is likely to be in contact with the ground. You may want to consider angular drag (or even regular drag).
How to turn a sphere into a rolling ball?
Accelerate based on current velocity. Make the sphere visually roll. Align the sphere with its motion. Stay aligned with the ground, even when it moves. This is the 11th and final installment of a tutorial series about controlling the movement of a character. It turns our featureless sphere into a rolling ball.
Why do we rotate the ball around the z axis?
The default sphere mesh is a cube sphere with default sphere UV coordinates, so the texture is subject to heavy distortion at the poles. For this reason we rotate the ball by 270° around the Z axis, putting the poles on the sides, which matches the uniformly-colored red and green regions of the texture. Ball child object.
Why does the sphere align itself with the nearest Axis?
If acceleration isn’t sufficient for a near instantaneous stop velocity will align itself with the nearest axis. This happens because the sphere decelerates at the same rate along both axes, so the smallest component reaches zero first. This is most obvious when using keys to control the sphere, instead of a stick.