Physics Material
Whether you want to create a static, rigid body, kinematic rigid body, or character controller, one thing is true:
Every physics body must have a physics_material component. The physics material is used by the body to define its surface properties.
The values set in this component help determine how the physics body will react during collision.
For example, when a physics body collides with another the average of their physics material values (e.g. static friction, dynamic friction, restitution) will be used to resolve the collision.

Physics Material
physics_material
Physics material which represents a set of physical surface properties.
Physics Material
physics_material
contactVelocity
Vector3
Default: [0,0,0]
The velocity applied to the contact between this physics body and another body. Only applies if modifyContact is true.
dynamicFriction
Float
Default: 0.5
The friction coefficient applied between this surface and another surface if they are moving relative to each other. 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. If set to greater than staticFriction, the effective value of staticFriction will be increased to match. Resulting dynamic friction of a physics body colliding with another is determined by the average of both bodies' dynamic friction coefficient.
isTrigger
Boolean
Default: false
Whether to consider the geometry associated to this physics material as a trigger or not.
modifyContact
Boolean
Default: false
Whether to modify the contact when this physics body collides with another body.
restitution
Float
Default: 0
Restitution coefficient, or bounciness of surface. A coefficient of 0 indicates as little bounce as possible, higher values up to 1.0 result in more bounce. Should be in the range [0,1]. Resulting bounciness of a physics body colliding with another is determined by the average of both bodies' restitution.
staticFriction
Float
Default: 0.5
The friction coefficient applied between this surface and another surface if they are not moving lateral to each other. 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. Resulting static friction of a physics body colliding with another is determined by the average of both bodies' static friction coefficient.
For further information on the modifyContact
and contactVelocity
attributes, refer to Contact Velocity.