

It didn't dramatically change the Arrow object behavior at Collision with the wall at "high speed with angle" By default" (I known about "default material in Physics options" but forget change from Average - default value).īut i think in my case it doesn't give any benefits, because the default value bounciness is 0.Īnd i use the special physic material for Arrow that: Thanks for info regrading "'Bounce Combine' parameter. Or maybe is exist an option to completely disable bounce for some GameObjects? Question: Is it reasonable at real games in these cases the rising the frequency FixedUpdate Cycle for accuracy of shoot or may be more useful made the arrow as kinematic object and self calculated collision and movement of arrow? I tried to use the different physic material, but good results i can receive only at high frequency of FixedUpdate Cycle If change the Time.fixedDeltaTime to 0.005 (FixedUpdate cycle at 200 Hz) the result will more realistic If I fire directly to wall (the ray of shoot aligned with normal to plate of the wall) - all good (red ray - target cursor, greed ray - the arrow movement path)īut if i Shooting under the angle to the wall the arrow bouncing at the collision point on near ~ 0.2m, shooting distance near 2m (Time.fixedDeltaTime = 0.02, FixedUpdate cycle at 50 Hz)

The arrow is the Gameobject with Rigidbody (mass:0.35, Drag:1 AngDrag:0.1 collision mode = continuous). I made the archer which fire arrows to the wall.
