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Scripting > Runtime Classes > PhysicMaterial
PhysicMaterial Inherits from Object

Physics material describes how to handle colliding objects (friction, bounciness).

See Also: Collider

Variables
dynamicFriction

The friction used when already moving. This value has to be between 0 and 1.

staticFriction

The friction used when an object is lying on a surface. Usually a value from 0 to 1.

bounciness

How bouncy is the surface? A value of 0 will not bounce. A value of 1 will bounce without any loss of energy.

frictionDirection2

The direction of anisotropy. Anisotropic friction is enabled if the vector is not zero.

dynamicFriction2

If anisotropic friction is enabled, dynamicFriction2 will be applied along frictionDirection2.

staticFriction2

If anisotropic friction is enabled, staticFriction2 will be applied along frictionDirection2.

frictionCombine

Determines how the friction is combined.

bounceCombine

Determines how the bounciness is combined.

Constructors
PhysicMaterial

Creates a new material.

Inherited members
Inherited Variables
name

The name of the object.

hideFlags

Should the object be hidden, saved with the scene or modifiable by the user?

Inherited Functions
GetInstanceID

Returns the instance id of the object.

ToString

Returns the name of the game object.

Inherited Class Functions
operator bool

Does the object exist?

Instantiate

Clones the object original and returns the clone.

Instantiate.<T>

Destroy

Removes a gameobject, component or asset.

DestroyImmediate

Destroys the object obj immediately. It is strongly recommended to use Destroy instead.

FindObjectsOfType

Returns a list of all active loaded objects of Type type.

FindObjectOfType

Returns the first active loaded object of Type type.

operator ==

Compares if two objects refer to the same

operator !=

Compares if two objects refer to a different object

DontDestroyOnLoad

Makes the object target not be destroyed automatically when loading a new scene.