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. |