Reference for Physical Material component

References for physical materials
Physical Material I recently wanted to include a variety of real things in the same scene, including ice, metal, mud, and marble in a Unity3D prototype.
Because my prior prototypes didn’t need any physics materials, it had been a while since I used them, so I was a little rusty. I decided to create a fast how-to and a cheatsheet for items to be used in the future after experimenting with it for a day or two, and I thought I’d share that with you all.
Setup
The production of physics materials
1. By right-clicking and choosing “Create -> Physic Material” in the “Project Assets” box, a new Physic Material may be created.
2. Give it a name, such as “MetalMaterial,” and then click “Inspector” to launch it.
Inspector of Physical Materials
The inspector has given us five distinct topics to think about:
An overview of each is as follows:
- Dynamic Friction (0–1): The amount of resistance an item experiences when moving. The greater the friction, the greater the effect of an external force (such as gravity or an explosion); friction ranges from 0 to 1 (super-glue sticky).
- Static Friction (0-1): How much force is required to get an item moving in the first place; 0 implies that anything can move it, and 1 suggests that it needs a lot of prodding.
- Bounciness (0–1): How springy a surface is when something strikes it (or when it strikes something else); a surface made of rubber is more springy than one made of dirt.
- This instructs Unity as to which physics material should be given precedence when doing the calculation: Friction / Bounce Combine (Average, Minimum, Multiply, Maximum). When two objects are colliding, the default setting is “average,” which seeks to find a medium ground. Nevertheless, there are situations when it is more advantageous to use minimum or maximum. For instance, when a rubber ball strikes a mound of muck, choose “Minimum” to prevent the ball from bouncing away.
Let me share with you some brief materials I’ve put up with you now that we have a better understanding of how to utilize them and how the various values function. These are estimates, but I looked at other game engines to obtain the figures for them and was able to locate the old built-in Unity ones (which do not seem to be provided anymore?)
Cheatsheet
Rubber substance
- Active: 0.8
- Inertia: 0.9
- 0.8 Bounciness
- Greatest friction when combined
- Average Bounce Combination
- Ice Substance
0.05 dynamic
- 1. Static
- 0.05 Bounciness
- Mix friction and multiply
- Combine: multiply. Bounce
Wood is used.
- Adaptive: 0.47
- Dynamic: 0.47
- No bouncyness
- Average Friction Combination
- Average Bounce Combination
Material Metal
- Variable: 0.15
- Inertia: 0.2
- No bouncyness
- Minimal friction combination
- Average Bounce Combination
- Mud Substance
Also Like: Objective Examples for Data Entry Resumes
1 dynamic
- Inertia: 0.9
- No bouncyness
- Minimal friction combination
- Minimal Bounce Combination
Demo and Physical Material
Finally, here is a brief demonstration on a sloped surface:
This concludes the Quick Unity Tutorial. We have a lot more tutorials and game development information to share in the upcoming posts. If you thought this one was good or have suggestions for making it better, let us know in the comments!