Version: Unity 6.3 LTS (6000.3)
Language : English
Shape definition reference for the LowLevelPhysics2D API
Distance joint definition reference for the LowLevelPhysics2D API

Chain definition reference for the LowLevelPhysics2D API

Note: This documentation is about writing C# scripts using the LowLevelPhysics2D API. To use 2D physics in the Unity Editor using components like the Rigidbody 2D component, refer to 2D physics instead.

Explore the properties you can use to configure a chain shape in the Unity Editor using the LowLevelPhysics2D API.

Surface Material

The properties in the Surface Material section determine how the shape interacts with other shapes.

Property Description
Friction Sets the coefficient of friction for this colliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary
. A value of 0 means no friction, like ice. A value of 1 means very high friction, like rubber. The default is 0.6.
Bounciness Sets how bouncy the surface is, and how much other colliders bounce off it. A value of 0 means the surface is not at all bouncy, like soft clay. A value of 1 means the surface is very bouncy, like rubber. The default is 0.
Friction Mixing Determines the method Unity uses to mix the friction of two objects when they make contact. The options are:
  • Average: Uses the average of the two values.
  • Mean: Uses the geometric mean of the two values. The geometric mean multiplies the two values then returns the square root.
  • Multiply: Multiplies the two values together.
  • Minimum: Uses the smaller value.
  • Maximum: Uses the larger value.
Bounciness Mixing Determines the method Unity uses to mix the bounciness of two objects when they make contact. The options are:
  • Average: Uses the average of the two values.
  • Mean: Uses the geometric mean of the two values. The geometric mean multiplies the two values then returns the square root.
  • Multiply: Multiplies the two values together.
  • Minimum: Uses the smaller value.
  • Maximum: Uses the larger value.
Friction Priority Determines which shape contributes its Friction Mixing mode when two shapes come into contact. Unity uses the Friction Mixing mode from the shape with the highest Friction Priority value. If the two shapes have the same Friction Priority value, Unity uses the highest SurfaceMaterial.MixingMode enumeration value from the two shapes.
Bounciness Priority Determines which shape contributes its Bounciness Mixing mode when two shapes come into contact. Unity uses the Bounciness Mixing mode from the shape with the highest Bounciness Priority value. If the two shapes have the same Bounciness Priority value, Unity uses the highest SurfaceMaterial.MixingMode enumeration value from the two shapes.
Rolling Resistance Sets how resistant the shape is to rolling. The range of values is 0 to 1, where 0 means no rolling resistance and 1 means full rolling resistance.
Tangent Speed Sets the speed the surface moves other objects that come into contact with it, in meters per second. For example, if you set Tangent Speed to 5, the surface acts like a conveyor belt that moves objects along the surface at 5 meters per second. You can use a positive or negative value to set the direction of movement.
Custom Color Sets the color Unity uses to draw the debug visualization of the shape. The alpha value is ignored. For more information, refer to Draw a debug visualization of objects.

Contact Filter

The properties in the Contact Filter section determine which other shapes the shape collides with. For more information, refer to Configure collisions between objects.

Property Description
Categories Sets the layers this shape belongs to.
Contacts Sets the layers this shape collides with.
Group Index Assigns the shape to a group, and overrides the Categories and Contacts properties. Use the following values:
  • 0: Assigns no group. The shape uses the Categories and Contacts properties to determine collisions.
  • Positive value: The shape always collides with other shapes that have the same Group Index.
  • Negative value: The shape doesn’t collide with other shapes that have the same Group Index.

Other properties

Property Description
Is Loop Connects the first and last vertices of the chain to form a loop.
Trigger Events Produces a trigger event when the shape starts and ends overlapping another shape that has its Is Trigger property enabled. To fetch events, refer to PhysicsWorld.triggerBeginEvents.

Additional resources

Shape definition reference for the LowLevelPhysics2D API
Distance joint definition reference for the LowLevelPhysics2D API