Physics material describes how to handle colliding objects (friction, bounciness).
See Also: Collider.
bounceCombine | Determines how the bounciness is combined. |
bounciness | Qué tanto rebote tiene la superficie? Un valor de 0 no hará que rebote. Un valor de 1 hará que rebote sin perder energía. |
dynamicFriction | The friction used when already moving. This value has to be between 0 and 1. |
frictionCombine | Determines how the friction is combined. |
staticFriction | The friction coefficient used when an object is lying on a surface. |
PhysicMaterial | Creates a new material. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | El nombre del objeto. |
GetInstanceID | Returns the instance id of the object. |
ToString | Devuelve el nombre del objeto. |
Destroy | Elimina un gameobject, componente o 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 | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
Instantiate | Devuelve el nombre del objeto. |
bool | ¿Existe el objeto? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |