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Physics Material

Whether you want to create a static, rigid body, kinematic rigid body, or character controller, one thing is true:

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 Component

Physics Material

physics_material

Physical surface properties used for contact: friction, restitution, optional contact modification, and trigger mode.

Requires one of

Schema

contactVelocity

Vector3(m/s)

Default:[0,0,0]

Applied contact velocity offset when colliding (m/s). Only used if modifyContact is true.

dynamicFriction

Float

Default:0.5

Dynamic (kinetic) friction coefficient (typically 0..1). If greater than staticFriction, staticFriction is clamped up to match. Effective value is averaged with the other surface.

isTrigger

Boolean

Default:false

Treat associated geometry as a trigger (generates events but no physical response).

modifyContact

Boolean

Default:false

Enable contact modification (applies contactVelocity on collisions).

restitution

Float

Default:0

Restitution (bounciness) in [0,1]. 0 = no bounce; 1 = perfectly elastic. Effective value is averaged with the other surface.

staticFriction

Float

Default:0.5

Static friction coefficient (typically 0..1). 0 feels like ice; higher resists start of motion. Effective value is averaged with the other surface.

For further information on the modifyContact and contactVelocity attributes, refer to Contact Velocity.