Hey! I'm making a 2d game where the player is controlling a pool cue ball, and is trying to run into other pool balls. The balls and the player are all 2d physics objects, and the game works almost completely fine, but sometimes when running into a wall or another ball the player stops on a dime. The issue with this is it's entirely irregular, it happens with the walls, with the other balls, but only around a tenth of the time. I'd ignore it, but it is actively tripping up how movement is.
Here are some specifications:
The player and balls are all rigidbodies with a physics material of 1kg, 0 friction, and .95 bounce, and are not absorbant or rough.
The wall is a StaticBody2D with friction 0, Bounce .95, and is not rough or absorbant.
The player is using continous cast ray solver. and is a contact montior. The rest of the objects have this option disabled (Should i turn that on?).
The exact action that happens is two rigidbodies hit each other, while they both hit each other with a considerable amount of force, they both then become nearly stationary after the impact. This only happens 1/10 times, the rest of the times the bodies bounce as expected. The wall also replicates this behavior.
Is this an issue with godot physics? or on my end?
Thank you!