Help with Slippery Static Terrain. #55
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TactfulWaggle
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Sounds like the actual pair material isn't ending up with your expected friction values. The default is multiplicative, so if one if the two materials has 0 friction, the pair will have zero friction no matter what finite friction value the other material has: You can also specify arbitrary material blenders by changing the callback: |
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Hello, I've got a working implementation of Bepu in unity with a space and everything working except drawers (which is making my life working with this actual hell).
I make terrain using procedural generating and using that data I turn it into a Terrain class from a TerrainShape instance, when my dynamic entities interact with the terrain they keep sliding and spinning around no matter how high i put their friction value to, same goes with the terrain itself, i've tried changing its material's friction to super high amounts despite knowing they shouldn't change much since its static.
For more information here are the variables from my physics component for characters

I've tried locking rotation using both velocity clamping and constraints, velocity clamping didn't seem to affect it too much it just cushioned it, and the constraint worked better but the sliding stayed, I'm also looking for maximum performance so having to use constraints isn't ideal.
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