[SOLVED] Setting ball bounciness value to a big value ignores the static collider

So I was fiddling with the bounciness values in Unity. I have two 2D collisions boxes (no Rigidbodies), on the top and the other is on the bottom of the screen. IsTrigger is unchecked also.

When I set the ball bounciness to 1, the ball bounce normally up and down while hitting both of the colliers.

However, when I set the ball bounciness to, let’s say, 100, the ball totally ignores the collider and goes through and then disappear for good. I even played it frame by frame and the ball never appears again.

I don’t understand this, I thought the ball isn’t supposed to go through a 2D collider as long as it isn’t set as Trigger!

Please help

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Better than trying to explain the reason why this happens is to show you an GDC video that explains it very well:

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Thanks a lot for the very informative video; I watched the whole 24 minutes video.

Apparently this is a well-known issue/bug in the physics engine and it’s called “Tunneling” (around the 8:00 mark in the video). Now I understand why the engine is misbehaving this way when I increase the bounciness to an unrealistic high value.

Thanks again for your support and much appreciated :slight_smile:

It happens because of performance, If they did something more robust as default there would be an ton of unplayable laggy unity games