Physics material describes how to handle colliding objects (friction, bounciness).
bounceCombine | Determines how the bounciness is combined. |
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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. |
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. |
PhysicMaterial | Creates a new material. |
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hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
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m_CachedPtr | |
m_InstanceID | |
name | The name of the object. |
GetHashCode | |
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GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
Destroy | Removes a gameobject, component or asset. |
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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. |
bool | Does the object exist? |
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operator != | Compares if two objects refer to a different object. |
operator == | Compares if two objects refer to the same. |