PhysicsMaterial Properties |
The PhysicsMaterial type exposes the following members.
Name | Description | |
---|---|---|
Absorbent | If true, subtracts the bounciness from the colliding object's bounciness instead of adding it. | |
Bounce | The body's bounciness. Values range from 0 (no bounce) to 1 (full bounciness). | |
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
Friction | The body's friction. Values range from 0 (frictionless) to 1 (maximum friction). | |
NativeInstance | (Inherited from Object.) | |
ResourceLocalToScene | 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. | |
ResourceName | 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. | |
ResourcePath | 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. | |
Rough | 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. |