2D RigidBody slightly penetrates objects causing a bounce effect.

So I am trying to set up a simple 2D platformer. I have Box colliders on my character and walls/floors. The collision is handled, just not correctly. When you collide with a wall, the character partially penetrates that wall, then the wall forces them back out causes a bouncing effect, and I can’t get the character to stop flush to a wall.

The effect is basically a vibration between the two pictures below. I also have a link to a video for further clarification.

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Video of the Issue

***Note : amtToMove is a float set to 5;

void fixedUpdate()

{
	if(Input.GetKey("right"))
	{ 
		amtToMove = Input.GetAxisRaw("Horizontal") * playerSpeed * Time.deltaTime;

		//rigidbody.AddForce(Vector3.right * amtToMove);

		rigidbody.AddForce(Vector3.right * amtToMove,ForceMode.Impulse);
	}

	if(Input.GetKey("left"))
	{ 
		amtToMove = Input.GetAxisRaw("Horizontal") * playerSpeed * Time.deltaTime;
		rigidbody.AddForce(Vector3.right * amtToMove,ForceMode.Impulse);
	}

}

I have tried moving the character using Impulses, basic forces, and using basic translation. I am also handling the movement in the FixedUpdate() function.

I appreciate any and all help.

Go to your PhysicsSettings2D in Edit > Project Settings > Physics 2D. There is a field called Position Iterations… Change it to a higher number (maybe 5 or more). This should stop the bouncing.

I’m posting this to help others who run into this problem… Sorry if this isn’t an issue for you any longer.

The only real solution to this problem is by lowering the Baumgarte Scale attribute in Edit → Project Settings → Physics2D to a very small value. With 0.0001 you will get no visual bounciness at all. I’d recommend a value that is slightly higher.

Better to use a circle collider?