Physics Material

1、 The Physics Material is used to adjust friction and bouncing effects of colliding objects.

  Physicx Material是Collider的一个属性,用于设置摩擦系数和反弹系数。

  

2、具体参数如下:

  

Dynamic Friction The friction used when already moving. Usually a value from 0 to 1. A value of zero feels like ice, a value of 1 will make it come to rest very quickly unless a lot of force or gravity pushes the object.
Static Friction The friction used when an object is laying still on a surface. Usually a value from 0 to 1. A value of zero feels like ice, a value of 1 will make it very hard to get the object moving.
Bounciness How bouncy is the surface? A value of 0 will not bounce. A value of 1 will bounce without any loss of energy.
Friction Combine How the friction of two colliding objects is combined.
Average The two friction values are averaged.
Minimum The smallest of the two values is used.
Maximum The largest of the two values is used.
Multiply The friction values are multiplied with each other.
  When two bodies are in contact, bounciness and friction modes are applied individually to each agent. So, when body A has mode Average and body B has mode Multiply, then A is going to behave according to average parameters and B according to multiplied parameters.
Bounce Combine How the bounciness of two colliding objects is combined. It has the same modes as Friction Combine Mode

3、Detail

  Friction is the quantity which prevents surfaces from sliding off each other. This value is critical when trying to stack objects. Friction comes in two forms, dynamic and static. Static friction is used when the object is lying still. It will prevent the object from starting to move. If a large enough force is applied to the object it will start moving. At this point Dynamic Friction will come into play. Dynamic Friction will now attempt to slow down the object while in contact with another.

4、和Meterial一样,可以创建Physics Meterial,如下图:

  

参考:file://localhost/Applications/Unity/Unity.app/Contents/Documentation/Documentation/Components/class-PhysicMaterial.html

Physics Material的更多相关文章

  1. 【Unity】11.5 物理材质 (Physics Material)

    分类:Unity.C#.VS2015 创建日期:2016-05-02 一.简介 物理材质 (Physics Material) 用于调整碰撞对象的摩擦力和反弹效果. 二.创建物理材质 要创建物理材质 ...

  2. Complete Physics Platformer Kit 学习

    using UnityEngine; /// <summary> /// 摄像机跟随玩家 /// </summary> public class CameraFollow : ...

  3. Unity3D游戏引擎最详尽基础教程

    第一节 加入重力 我们先打开Unity3d,新建一个场景(Scene),新建的时候应该会有对话框要求你加入哪些Asset Package,记得选择Physics Material,因为后面我们一定要用 ...

  4. 胶囊碰撞体(CapsuleCollider)

    胶囊碰撞体 (Capsule Collider) 胶囊碰撞体 (Capsule Collider) 由两个半球体与一个圆柱体相连接而构成.它与胶囊 (Capsule) 基元形状相同.   一堆胶囊碰撞 ...

  5. PhysX

    [PhysX] 1.施加力: ))) { //施加一个力,X轴方向力度为1000,Y轴方向力度为1000 addFrceObj.rigidbody.AddForce (, , ); } ))) { / ...

  6. [原]Unity3D深入浅出 - 物理引擎之碰撞体(Colliders)

    通常Colliders会与Rigidbody一起使用,没有添加碰撞体的刚体会彼此相互穿过. 常用碰撞体有以下几种: Box Collider:盒子碰撞体,是一个立方体外形的碰撞体,可调整为不同大小的长 ...

  7. 介绍用C#和VS2015开发基于Unity架构的2D、3D游戏的技术

    [Unity]13.3 Realtime GI示例 摘要: 分类:Unity.C#.VS2015 创建日期:2016-04-19 一.简介 使用简单示例而不是使用实际示例的好处是能让你快速理解光照贴图 ...

  8. 【Unity】11.3 基本碰撞体(箱体、球形、胶囊、网格)

    分类:Unity.C#.VS2015 创建日期:2016-05-02 一.简介 碰撞组件(Collider) 是另一种必须随刚体 (Rigidbody) 添加的组件,以便允许它和其他组件发生碰撞.或者 ...

  9. 【Unity】11.1 角色控制器 (Character Controller)

    分类:Unity.C#.VS2015 创建日期:2016-05-02 一.简介 角色控制器(Character Controller)主要用于对第三人称或第一人称游戏主角的控制.如果要创建类人角色,可 ...

随机推荐

  1. charles抓包并分析问题

    1.抓包并分析 某列表页 传入的参数: -------------------------------------------------------------------------------- ...

  2. [EMWIN]关于 GUI_GetPixelIndex 使用的问题

    在模拟器上和st单片机上使用以下代码: GUI_COLOR color0,color1; color0 = GUI_GetPixelIndex(rect.x1+1, rect.y0);color1 = ...

  3. Oracle 实用技巧

    一.rlwrap 在 linux中使用sqlplus对数据库进行操作,常常由于敲错命令或需要反复执行某条语句,需要像linux本身有的历史回调的功能, rlwrap 可以用来支持oracle下sqlp ...

  4. [CSU1911]Card Game

    vjudge 题意 两个数组\(\{a_i\}\)和\(\{b_i\}\),求从中分别选出两个数或运算结果为\(x\)的方案数. sol 裸的FWT. code #include<cstdio& ...

  5. webpack新版本4.12应用九(配置文件之入口和上下文(entry and context))

    entry 对象是用于 webpack 查找启动并构建 bundle.其上下文是入口文件所处的目录的绝对路径的字符串. context string 基础目录,绝对路径,用于从配置中解析入口起点(en ...

  6. vscode: Visual Studio Code 常用快捷键【轉】

    主命令框 F1 或 Ctrl+Shift+P: 打开命令面板.在打开的输入框内,可以输入任何命令,例如: 按一下 Backspace 会进入到 Ctrl+P 模式 在 Ctrl+P 下输入 >  ...

  7. 【ASP.NET Web API2】Digest认证

    Digest摘要认证 对于Basic认证方案来说,被传输的认证凭证仅仅采用Base64编码,所以包含密码的认证凭证基本上可以视为明文传输.Digest认证在此基础上进行了改善,在一定程度上提高了安全系 ...

  8. zabbix 执行自定义key脚本超时

    报错如下: [root@master scripts]# /usr/local/zabbix/bin/zabbix_get -s 127.0.0.1 -k web.site.code[www.baid ...

  9. int 和 Integer 有什么区别

    原文地址:https://blog.csdn.net/chenliguan/article/details/53888018 1 int与Integer的基本使用对比 (1)Integer是int的包 ...

  10. java md5 函数

    private static final String md5(final String s) { final String MD5 = "MD5"; try { // Creat ...