In my physics app I have a ball which drops from the top onto a rotated, static square. The ball and square both have some friction, density, and bounce. The square can be rotated, and all works normally most of the time, meaning the ball bounces off the square in different angles.
*However*, for certain square rotations and positionings, the ball won’t bounce off – it “glues” itself to the square top, then glides on its surface (but won’t rotate its body, as a ball should [and does in most cases in my app, as I have rotation on for the ball]), and when it finally falls over the square’s edge, it falls straight down in unusually high speed. Needless to say this looks and feels very wrong, physics-wise.
Does anyone know what might cause this effect, and how I may work around it? Thanks for any help!!
(Side-notes: I’m using different recent Corona builds, I’m using a dynamic resolution universal approach. I’ve also tried playing around with different angles but the issue prevails. Turning the ball’s circle into a multiline polygon won’t help. Neither does playing around with physics setScale. Also worth noting that the square doesn’t even fire the collision event when the issue occurs, even though it normally does.) [import]uid: 10284 topic_id: 12880 reply_id: 312880[/import]