So i have a car and like a soccer ball (rocket league type game).
When the car hits the ball, there is like a delay in when the ball is hit and the ball is really “heavy” as its hard to push it and change directions.
I have the ball at density 0.01 with a mass of only arround 5 (mass less wont work i dont think), also its elasticity is 0.5 with elasticity weight at 8
Friction 1.5 and friction weight of 5
Is there any way to make the ball more “bouncy”
The ball is heavy for a couple of reasons, the first one which you identified as “having a delay when the ball is hit” is network ownership, basically the delay between calculating physics when it switches from server to player. the way to improve this delay is having a script change the network ownership of the ball to a player when they touch the ball, so its consistent. like so
local part = script.Parent
part.Touched:Connect(function(toucher)
if toucher.Parent:FindFirstChild('Humanoid') then
part:SetNetworkOwner(game.Players:GetPlayerFromCharacter(toucher.Parent))
end
end)
another reason why the ball is heavy is because of the workspace gravity and its mass. You had a great idea in lowering the density to 0.01, however the effect of gravity is still too high for the ball to be floaty like in rocket league. The solution? BodyForces
bodyforces help counteract the forces of gravity, in my testing a value of around ~2500 in the Y axis works well, but it really depends on the size of the ball.
This, along with the density value of 0.01, and turning Massless ON can improve the floatiness of the ball. Mess and tweak the values till you find one you like.
as for bounciness, all you need is to increase the elasticity weight on the ball, but you seem to have messed with that already.
If your wondering why I know about this topic its because I made a game specifically about pushing balls and I learned this through the process.
Thanks for the advice, I did everything you said in your post. Do you mind trying my game to see it. heres game link: Rocket League Demo - Roblox