

Bounce, The fraction of a particles speed that rebounds from a surface. But this is absolutely the way to make a particle disappear on collision. This module controls the way particles collide with solid objects in the scene. Or you set to 0.1 for it to lost 10 on the collision, which may be more interesting. If (Vector3.Distance(transform.position, centerPoint.position) > 1. But you can set it to 1 for the particles lifetime to be maxed out on the collision so it disappears. But you do need to have colliders on the objects that have to collide. When a Collider is a trigger Unitys physics engine only works to inform your code that two objects are touching, and nothing more. This will work without having a rigidbody at all. See Editing in Edit Collider mode for the actions and shortcuts available when Edit Collider is enabled. There is an option to add isTrigger property in any collider and you can listen to TriggerEvent in your script. Property Function Edit Collider: Select Edit Collider to make the collider outline editable. Vector2 newDirection = Vector2.Reflect(direction, normal) Putting this here in case somebody else wants to try this. played, collided) set to false at start, if collision with Edge Collider is detected and played is false, set the collided boolean to true. I have Sphere with Sphere Collider and Bouncy material, and RigidBody with this param (Gravityfalse, InterpolateInterpolate, Collision Detection Continuous Dynamic) Also I have 3 walls with Box Collider and Bouncy material.

Here is what i have Achieved using System.Collections Add a tag to the Edge Collider game object, write a script to detect collision and check for this tag, then have 2 Boolean variables (e.g. 13 I try to create game for Android and I have problem with high speed objects, they don't wanna to collide. I am Making a Circle Pong Clone, in that the ball doesn’t have a Good Bouncing behaviour i want ball behaviour like in this Video Circle Pong iOS App | Gameplay Trick + Highscore! - YouTube here is the Code of Ball
