I have a sphere that gets hit by another object and then rolls along the surface of a perfectly flat BSP box. At very high speeds the sphere will occasionally bounce up into the air for no apparent reason after travelling a variable difference.
Is there any easy way to prevent this from happening?
heres a thought…
did you Create the sphere model?
if so, did you import collision? (this could be where it goes bad, as the Poly edges on the model are sharp corners/edges, and not a smooth surface)
if you imported collision - disable collision on your model and adde a standard sphere collision component see if that makes a difference.
All of the above is assuming you made and imported your own sphere model though.
Imagine a sphere made out of polygons the edges could cause the effect you see.
Hmm. collision on the mesh disabled?
if it is, is the floor 100% perfectly flat?
it’s not something like the other object hitting it on a slightly angle causing the bounce? (Just like you can “bounce” snooker/pool balls if hit in the right spot)