Quick answer: Tune friction and restitution on the physics materials, ensure colliders are not slightly overlapping at rest, and check the solver is not over-damping separation.

Physics objects sticking together is usually material and contact tuning. Adjusting them fixes it. Here is how.

How to fix it

1. Tune friction and restitution

Very high friction makes objects grip each other; zero restitution removes any bounce that would separate them. Tune the physics materials so objects slide and separate naturally rather than clumping.

2. Avoid overlap at rest

Objects that spawn or settle slightly interpenetrating get pushed together by the solver and can stick. Ensure colliders rest in contact, not overlapping, so separation resolves cleanly.

3. Check solver and contact settings

Aggressive contact processing or sleeping can hold objects together. Confirm the solver lets resting objects separate when forces change, and that sleeping bodies wake when they should move apart.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.