

Please note that the friction model used by the Nvidia PhysX engine is tuned for performance and stability of simulation, and does not necessarily present a close approximation of real-world physics. For example, if one material has Average set but the other one has Maximum, then the combine function to be used is Maximum, since it has higher priority. The priority order is as follows: Average < Minimum < Multiply < Maximum. In this particular case, the function that has the highest priority is used. There is a special case when the two colliders in contact have different combine modes set. When two bodies are in contact, the same bounciness and friction effect is applied to both of them according to the chosen mode.

Dynamic Friction will now attempt to slow down the object while in contact with another. At this point Dynamic Friction will come into play. If a large enough force is applied to the object it will start moving. It will prevent the object from starting to move. Static friction is used when the object is lying still. Friction comes in two forms, dynamic and static. This value is critical when trying to stack objects. It has the same modes as Friction Combine Modeįriction is the quantity which prevents surfaces from sliding off each other. How the bounciness of two colliding objects is combined. The friction values are multiplied with each other. How the friction of two colliding objects is combined. A value of 1 will bounce without any loss of energy, certain approximations are to be expected though that might add small amounts of energy to the simulation. How bouncy is the surface? A value of 0 will not bounce.

A value of zero feels like ice, a value of 1 will make it very hard to get the object moving. The friction used when an object is laying still on a surface. A value of zero feels like ice, a value of 1 will make it come to rest very quickly unless a lot of force or gravity pushes the object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay.

Then drag the Physic Material from the Project View onto a Collider An invisible shape that is used to handle physical collisions for an object. To create a Physic Material, select Assets > Create > Physic Material from the menu bar. A GameObject’s functionality is defined by the Components attached to it. The Physic Material adjusts friction and bouncing effects of colliding GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more.
