Physics material describes how to handle colliding objects (friction, bounciness).
See Also: Collider.
| bounceCombine | Determines how the bounciness is combined. |
| bounciness | Насколько упругой является поверхность? Значение равное 0 означает неупругую поверхность. Значение равное 1 приведёт к упругости, при которой объект не будет терять изначальную энергию. |
| 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 | The name of the object. |
| GetInstanceID | Returns the instance id of the object. |
| ToString | Returns the name of the GameObject. |
| Destroy | Удаляет GameObject, Component или 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. |
| bool | Does the object exist? |
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares two object references to see if they refer to the same object. |