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PhysicsMaterial Properties

The PhysicsMaterial type exposes the following members.

Properties
  NameDescription
Public propertyAbsorbent

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

Public propertyBounce

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

Public propertyDynamicObject
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.)
Public propertyFriction

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

Public propertyNativeInstance (Inherited from Object.)
Public propertyResourceLocalToScene

If true, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.

(Inherited from Resource.)
Public propertyResourceName

The name of the resource. This is an optional identifier. If ResourceName is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the ResourceName will be displayed as the tab name in the script editor.

(Inherited from Resource.)
Public propertyResourcePath

The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.

(Inherited from Resource.)
Public propertyRough

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.

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