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!
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