# circles are not bouncing [solved]

 napoleonite Apr 6, 2011 at 5:56 PM ```I want my bodies to bounce when they hit something. But they don't. I tried adjusting the Restitution's (Engine.Bounciness) value to 0.5f, 0.8f, float.maxvalue, 0f, but it didn't work.My ball class:public Ball() { Vector2 location = ConvertUnits.ToSimUnits(100f,100f);  Body = BodyFactory.CreateCircle(Engine.World, ConvertUnits.ToSimUnits(Radius), 1f, location); Body.BodyType = BodyType.Dynamic; Body.Restitution = Engine.Bounciness; // bounce ability //Body.Inertia = float.PositiveInfinity; // prevent rotation const int ForceNr = 20; Body.ApplyForce(ConvertUnits.ToSimUnits(new Vector2(Maths.RandomFloat(-ForceNr, ForceNr), Maths.RandomFloat(-ForceNr, ForceNr)))); } ```   My wall class:   ``` public class Wall { public Body Body; public Wall(Vector2 topLeftLocation, int width, int height) { Body = BodyFactory.CreateRectangle(Engine.World, ConvertUnits.ToSimUnits(width), ConvertUnits.ToSimUnits(height), 1f, ConvertUnits.ToSimUnits(new Vector2(topLeftLocation.X + width / 2, topLeftLocation.Y + height / 2))); Body.Restitution = Engine.Bounciness; // bounce ability Body.IsStatic = true; } } ```   Now when I apply a force to the ball and make it hit a wall the ball will not bounce but will instead follow the wall or it will completely stop. I uploaded a picture of the problem: http://img28.imageshack.us/i/problemy.jpg/ napoleonite Apr 7, 2011 at 1:03 PM Solved, I changed the _displayUnitsToSimUnitsRatio from something like 3000 down to 100. After that it worked.