Version: 5.4 beta (switch to 5.3)
Physics Manager
Player Settings

Physics 2D Manager

The Physics Manager lets you provide global settings for 2D physics (menu: Edit > Project Settings > Physics 2D). There is also a corresponding manager for 3D physics, described here.

Properties

Property: Function:
Gravity The amount of gravity applied to all Rigidbody2D objects. Generally, gravity is only set for the negative direction of the Y-axis.
Default Material The default Physics Material 2D that will be used if none has been assigned to an individual collider.
Velocity Iterations The number of iterations made by the physics engine to resolve velocity effects. Higher numbers result in more accurate physics but at the cost of CPU time.
Position Iterations The number of iterations made by the physics engine to resolve position changes. Higher numbers result in more accurate physics but at the cost of CPU time.
Velocity Threshold Collisions with a relative velocity lower than this value will be treated as inelastic collisions (ie, the colliding objects will not bounce off each other).
Max Linear Correction The maximum linear position correction used when solving constraints (range, 0.0001 to 1000000). This helps to prevent overshoot.
Max Angular Correction The maximum angular correction used when solving constraints (range, 0.0001 to 1000000). This helps to prevent overshoot.
Max Translation Speed The maximum linear speed of a rigidbody object during any physics update.
Max Rotation Speed The maximum linear speed of a rigidbody object during any physics update.
Min Penetration For Penalty The minimum contact penetration radius allowed before any separation impulse force is applied.
Baumgarte Scale Scale factor that determines how fast collision overlaps are resolved.
Baumgarte Time of Impact Scale Scale factor that determines how fast time-of-impact overlaps are resolved.
Time to Sleep The time (in seconds) that must pass after a rigidbody stops moving before it goes to sleep.
Linear Sleep Tolerance The linear speed below which a rigidbody will go to sleep after the “time to sleep” elapses.
Angular Sleep Tolerance The rotational speed below which a rigidbody will go to sleep after the “time to sleep” elapses.
Queries Hit Triggers Should any physics queries (Linecasts, Raycasts, etc) that intersect with a Collider marked as a Trigger return a hit? Check the box for yes, leave it unchecked for these queries to not return a hit.
Queries Start In Colliders Will any physics queries (Linecasts, Raycasts, etc) that start inside a collider detect the collider they start in? Check the box for yes.
Change Stops Callbacks Whether or not to stop reporting collision callbacks immediately if any of the objects involved in the collision are deleted or moved.
Layer Collision Matrix Defines how the layer-based collision detection system will behave.

Details

The settings of the physics manager define limits on the accuracy of the physical simulation. Generally speaking, a more accurate simulation requires more processing overhead, so these settings offer a way to trade off accuracy against performance. See the Physics section of the manual for further information.

Physics Manager
Player Settings