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.
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| staticFriction |
The friction used when an object is lying on a surface. Usually a value from 0 to 1.
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| bounciness |
How bouncy is the surface? A value of 0 will not bounce. A value of 1 will bounce without any loss of energy.
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| frictionDirection2 |
The direction of anisotropy. Anisotropic friction is enabled if the vector is not zero.
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| dynamicFriction2 |
If anisotropic friction is enabled, dynamicFriction2 will be applied along frictionDirection2.
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| staticFriction2 |
If anisotropic friction is enabled, staticFriction2 will be applied along frictionDirection2.
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| frictionCombine |
Determines how the friction is combined.
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| bounceCombine |
Determines how the bounciness is combined.
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Constructors
Inherited members
Inherited Variables
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name |
The name of the object.
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hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user?
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Inherited Functions
Inherited Class Functions
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operator bool |
Does the object exist?
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Instantiate |
Clones the object original and returns the clone.
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Destroy |
Removes a gameobject, component or asset.
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DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead.
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FindObjectsOfType |
Returns a list of all active loaded objects of Type type.
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FindObjectOfType |
Returns the first active loaded object of Type type.
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operator == |
Compares if two objects refer to the same
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operator != |
Compares if two objects refer to a different object
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DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene.
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