Physical Materials
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the physics material is used to adjust the bounce effect of friction and collision objects.
to create a physical material, choose Resource > Create > Physical material from the menu bar . then drag the physical material from the project view into the collision in the scene .
Properties
Properties: |
Features: |
Dynamic friction |
the frictional force used when the movement has been moved. This is usually a value from 0 to 1. 0 value feeling like ice, a value of 1 will make it stop very quickly unless a lot of force or gravity pushes the object. |
Static friction |
the frictional force used when the object is stationary on the surface. typically a value between 0 and 1. 0 values feel like ice, and a value of 1 makes it very difficult to move objects. |
Rebound Force |
How resilient is the surface? a value of 0 does not bounce. a value of 1 bounces without any energy loss, but some approximations can be expected, although this may add a small amount of energy to the simulation. |
Friction combination |
How to combine the frictional force of two colliding objects. |
- Average |
The two values of friction are average. |
- Minimum |
Use the smallest of these two values. |
- Maximum |
Use one of the largest of these two values. |
- Multiply |
The friction values are multiplied by each other. |
Bounce Combo |
How to combine the elasticity of a two collision object. It has the same pattern as the friction combination mode |
Details
friction is the amount that prevents the surface from slipping to each other. This value is important when trying to stack an object. There are two forms of friction, dynamic and static. Use static friction when the object is stationary . It will prevent the object from starting to move. If you exert enough force on the object, it will begin to move. at this point the dynamic friction will play a role. Dynamic Friction will now attempt to slow down an object when in contact with another object.
when two objects are in contact, they are subjected to the same elasticity and friction effect according to the chosen pattern. There is a special case when two contact collider has different combination mode settings. In this particular case, the function with the highest priority is used. the order of precedence is as follows: average < minimum < multiplied by < maximum value . For example, if one material has an average But the other has a maximum value , the combined function to use is the maximum value because it has a higher priority.
Note that the friction model used by the Nvidia PhysX engine adjusts for the performance and stability of the simulation and is not necessarily very close to real physics. in particular, contact surfaces larger than a single point (for example, two boxes adjacent to each other) will be calculated to have two touchpoints and will have twice as much friction in real world physics. you might want to multiply the coefficient of friction by 0.5 to get more realistic results in this case.
the same logic applies to elastic models. due to various simulation details (such as position correction), Nvidia PhysX cannot guarantee perfect energy saving effects. Thus, for example, when a gravity-affected object has an elastic value of 1 and is colliding with an elastic ground, the object is expected to reach a higher position than the initial object.
Unity Physics Material Physic Material