The Physics 2D Settings allow you to provide global settings for 2D physics (menu: Edit > Project Settings > Physics 2D).
(There is also a corresponding Physics Manager for 3D projects.)
| Property: | Function: |
|---|---|
| Gravity | The amount of gravity applied to all Rigidbody 2D GameObjects. Generally, gravity is only set for the negative direction of the y-axis. |
| Default Material | The default Physics Material 2D that is used if none has been assigned to an individual Collider 2D. |
| Velocity Iterations | The number of iterations made by the physics engine to resolve velocity effects. Higher numbers result in more accurate physics but at the cost of CPU time. |
| Position Iterations | The number of iterations made by the physics engine to resolve position changes. Higher numbers result in more accurate physics but at the cost of CPU time. |
| Velocity Threshold | Collisions with a relative velocity lower than this value is treated as inelastic collisions (that is, the colliding GameObjects do not bounce off each other). |
| Max Linear Correction | The maximum linear position correction used when solving constraints (from a range between 0.0001 to 1000000). This helps to prevent overshoot. |
| Max Angular Correction | The maximum angular correction used when solving constraints (froma range between 0.0001 to 1000000). This helps to prevent overshoot. |
| Max Translation Speed | The maximum linear speed of a Rigidbody 2D GameObject during any physics update. |
| Max Rotation Speed | The maximum linear speed of a Rigidbody 2D GameObject during any physics update. |
| Min Penetration For Penalty | The minimum contact penetration radius allowed before any separation impulse force is applied. |
| Baumgarte Scale | Scale factor that determines how fast collision overlaps are resolved. |
| Baumgarte Time of Impact Scale | Scale factor that determines how fast time-of-impact overlaps are resolved. |
| Time to Sleep | The time (in seconds) that must pass after a Rigidbody 2D stops moving before it goes to sleep. |
| Linear Sleep Tolerance | The linear speed below which a Rigidbody 2D goes to sleep after the Time to Sleep elapses. |
| Angular Sleep Tolerance | The rotational speed below which a Rigidbody 2D goes to sleep after Time to Sleep elapses. |
| Queries Hit Triggers | Check this box to enable Collider 2Ds marked as Triggers to return a hit when any physics queries (such as Linecasts or Raycasts) intersect with them. Leave it unchecked for these queries to not return a hit. |
| Queries Start In Colliders | Check this box to enable physics queries that start inside a Collider 2D to detect the collider they start in. |
| Change Stops Callbacks | Check this box to stop reporting collision callbacks immediately if any of the GameObjects involved in the collision are deleted or moved. |
| Layer Collision Matrix | Defines how the Layer-based collision detection system behaves. |
The Physics 2D Settings define limits on the accuracy of the physical simulation. Generally speaking, a more accurate simulation requires more processing overhead, so these settings offer a way to trade off accuracy against performance. See the Physics section of the manual for further information.