reckfellENGINE

PhysicsMaterial

Holds physics-related properties of a surface, namely its roughness and bounciness.

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class PhysicsMaterialReckfellSharpInherits Resource

Holds physics-related properties of a surface, namely its roughness and bounciness.

Holds physics-related properties of a surface, namely its roughness and bounciness. This class is used to apply these properties to a physics body.

Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.

Constructors1

PhysicsMaterialConstructor
# PhysicsMaterial
C#
public PhysicsMaterial();

Properties4

AbsorbentProperty
# Absorbent
C#
public bool Absorbent { get; set; }

If true, subtracts the bounciness from the colliding object's bounciness instead of adding it.

BounceProperty
# Bounce
C#
public float Bounce { get; set; }

The body's bounciness. Values range from 0 (no bounce) to 1 (full bounciness). Note: Even with PhysicsMaterial.Bounce set to 1.0, some energy will be lost over time due to linear and angular damping. To have a physics body that preserves all its energy over time, set PhysicsMaterial.Bounce to 1.0, the body's linear damp mode to Replace (if applicable), its linear damp to 0.0, its angular damp mode to Replace (if applicable), and its angular damp to 0.0.

FrictionProperty
# Friction
C#
public float Friction { get; set; }

The body's friction. Values range from 0 (frictionless) to 1 (maximum friction).

RoughProperty
# Rough
C#
public bool Rough { get; set; }

If true, the physics engine will use the friction of the object marked as "rough" when two objects collide. If false, the physics engine will use the lowest friction of all colliding objects instead. If true for both colliding objects, the physics engine will use the highest friction.

Methods8

GetBouncefloat
# GetBounce
C#
public float GetBounce();
Returns float
GetFrictionfloat
# GetFriction
C#
public float GetFriction();
Returns float
IsAbsorbentbool
# IsAbsorbent
C#
public bool IsAbsorbent();
Returns bool
IsRoughbool
# IsRough
C#
public bool IsRough();
Returns bool
SetAbsorbentvoid
# SetAbsorbent
C#
public void SetAbsorbent(bool absorbent);
Parameters
NameTypeDefault
absorbentbool—
SetBouncevoid
# SetBounce
C#
public void SetBounce(float bounce);
Parameters
NameTypeDefault
bouncefloat—
SetFrictionvoid
# SetFriction
C#
public void SetFriction(float friction);
Parameters
NameTypeDefault
frictionfloat—
SetRoughvoid
# SetRough
C#
public void SetRough(bool rough);
Parameters
NameTypeDefault
roughbool—
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