Quick answer: Set the material on both surfaces, choose the right combine mode (Maximum for grip, Multiply for bounce), and confirm the material is actually assigned to the collider, not just nearby.

You set a slippery or grippy PhysicMaterial but objects behave the same. The combine mode decides how two contacting materials merge, and the default can erase your value. Here is how to fix it.

How to fix it

1. Set the combine mode deliberately

On the material, set frictionCombine to Maximum when you want guaranteed grip or bounceCombine to Maximum for a reliable bounce, instead of leaving it on Average where the other surface dilutes it.

2. Assign it to the right collider

Confirm the material is on the actual contact collider's Material slot, not on a parent or a trigger; triggers do not generate contacts and ignore physics materials entirely.

3. Match both surfaces

Because combine modes blend both materials, give the floor or wall a complementary material too so the contact behaves consistently regardless of which body initiated it.

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 Unity 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.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.