PhysicsMaterial (original) (raw)

Godot Engine

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Inherits: Resource < RefCounted < Object

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

Description

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

Properties

bool absorbent false
float bounce 0.0
float friction 1.0
bool rough false

Property Descriptions

bool absorbent = false 🔗

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


float bounce = 0.0 🔗

The body's bounciness. Values range from 0 (no bounce) to 1 (full bounciness).

Note: Even with 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 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.


float friction = 1.0 🔗

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


bool rough = false 🔗

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.