
In particular, contact surfaces which are larger than a single point (such as two boxes resting on each other) will be calculated as having two contact points, and will have friction forces twice as big as they would in real world physics. Please note that the friction model used by the Nvidia PhysX engine is tuned for performance and stability of simulation, and does not necessarily present a close approximation of real-world physics. So, when body A has a friction combine mode of Average and body B has mode Multiply, then A is going to behave according to average parameters and B according to multiplied parameters. When two bodies are in contact, bounciness and friction modes are applied individually to each agent. Dynamic Friction will now attempt to slow down the object while in contact with another. At this point Dynamic Friction will come into play. If a large enough force is applied to the object it will start moving. It will prevent the object from starting to move. Static friction is used when the object is lying still.


Friction comes in two forms, dynamic and static. This value is critical when trying to stack objects. It has the same modes as Friction Combine Modeįriction is the quantity which prevents surfaces from sliding off each other. How the bounciness of two colliding objects is combined. The friction values are multiplied with each other. How the friction of two colliding objects is combined. A value of 1 will bounce without any loss of energy. How bouncy is the surface? A value of 0 will not bounce. A value of zero feels like ice, a value of 1 will make it very hard to get the object moving.

The friction used when an object is laying still on a surface. 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. Then drag the Physic Material from the Project View onto a Collider in the scene. To create a Physic Material select Assets > Create > Physic Material from the menu bar. The Physic Material is used to adjust friction and bouncing effects of colliding objects.
