I'm trying to run a little test. I created a new Box2DPhysicsObject with radius (ball), adding it to the Box2d world. The object is falling down and everything seem to be ok.
I added a touch function that pull the object up (such as jump, actually moving on the y axis), and releasing it back after a short distance. The object is falling back down while bouncing on the floor. Seem to be perfect, but, I found out that, if I'm touching the object onces it's already in the "air" (not on ground/platform), although the object is moving up as expected, it will fall down with like a double speed (like the weight of the object has changed).
If I will continue to touch the object (jumping it up) without letting it touching the floor, it will continue to act weirdly, untill the object will touch the platform again. Onces it happen, it will fall down "normally" after the jump (without the extra speed/weight).
Btw: In order to move the object on the y axis, I found out that I need to disable the body of the object (body.SetActive(false)), so this is how I'm able to do the jumping part. Not sure if this is the correct way doing it. I'm setting the body active again as soon as I want to object to fall back down to the floor.
And idea how to fix that?