Make physics body in launch game less rotating and more realistic

Hi,

I’m developing launch-game type game based on box2d physics. When main character is launched, he’s getting boosts or get slowed down by some enemies. The problem is how is it moving. When he got more speed he’s rotating a looot (very very fast) and I don’t like it… You probably know Buritto Bison game. I wonder how it’s done that main character is moving in such great way. He’s rotating sometimes, but only a bit. I know I can turn off rotation by just setting isFixedRotation to true, but it looks crappy. I want rotation, but only a bit. I’m also wondering what’s best shape for body for a such game. First I had creppy shaped character, then I decide to make it perfect circle, however it was rotating on the floor like a ball, so I came back to something between these two: circle-like, but not perfect circle. Can someone tell me a good way to make my character more realistic (or to be precise to look nicer).

Regards!

Try increasing his density - you may have to increase the other character’s density and the forces applied as well to compensate.

Ah after reading documentation I got this:

angularDamping ! Yes, with this it’s rotating much slower.

Density cannot help because in my game the main character is dynamic, ground is static, but other objects are static sensors, so they boost or slow down, but not bouce main character in other directions.

Try increasing his density - you may have to increase the other character’s density and the forces applied as well to compensate.

Ah after reading documentation I got this:

angularDamping ! Yes, with this it’s rotating much slower.

Density cannot help because in my game the main character is dynamic, ground is static, but other objects are static sensors, so they boost or slow down, but not bouce main character in other directions.