PhysicMaterial
Description

Physics material describes how to handle colliding objects (friction, bounciness).

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