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Physics material describes how to handle colliding objects (friction, bounciness).
See Also: Collider
| 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. |
| PhysicMaterial |
Creates a new material. |
| name |
The name of the object. |
| hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
| GetInstanceID |
Returns the instance id of the object. |
| ToString |
Returns the name of the game object. |
| operator bool |
Does the object exist? |
| Instantiate |
Clones the object original and returns the clone. |
| 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. |