Game Development Reference
In-Depth Information
Classified intel
In this step, we create the
Player
physics 2D material object and assign it to
Box Collider
2D
for our
Player
game object. So, what is
Physics2D Material
? If we take a close look at
the inspector of the
Physics2D Material
object, we will see that there are two properties:
Friction
and
Bounciness
.
Friction
is the force that resists the relative motion of this col-
lider.
Bounciness
is the degree to which collisions rebound from the surface (
0
means no
bounce and
1
means perfect bounce with no loss energy).
Note
For more details of
Physics2D Material
, visit
http://docs.unity3d.com/Documentation/
We've set
Friction
for the
Player
physics 2D material to
1.2
, which means that we will
use
1
to calculate the coefficient of friction in this collider. If we remember the previous
step, we also assigned the
Edge
and
Ground
physics 2D material object on our platform
and edge. If we take a look at the
Ground
physics 2D material's
Friction
value, we will
see that the value is equal to
1
. This means that when we stop moving our character, there
won't be any much force left to push the character forward.
On the other hand, the
Edge
physics 2D material object has the
Friction
value set to
0
,
which means that there is no friction in this collider. So, it will result our character not be-
ing able to stop on this collider. This helps us to prevent our character from getting stuck on
the edge of the platform, as shown in the following screenshot: