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Resolved physics material best practices

Discussion in 'Physics' started by tdechiron, Feb 16, 2021.

  1. tdechiron

    tdechiron

    Joined:
    Dec 8, 2017
    Posts:
    3
    Hi, I am developping a puck board game : https://github.com/techws-dev/puck-board-game-unity

    For make the puck slide and bounce, I created a physic material, and associate it on the puck prefab.
    Currently it's working, but with some weird effects when the puck collide near the board holes.

    I made an update to set the physic material on the board instead of the puck, and I think it's better, still not perfect.

    I was wondering if it could be better to create a second physic material for board and pucks, is it better to put physic material on all objects ?
     
  2. AlTheSlacker

    AlTheSlacker

    Joined:
    Jun 12, 2017
    Posts:
    326
    I would define physics materials for anything that is likely to be in collision. If you don't add your own material, Unity will use its own default material, which I believe is 0.6, 0.6, 0 bounce, average, average. The two materials together will define the collision performance.

    If all your materials are expected to behave the same way, then obviously you can make one physics material and apply it to ALL colliders.
     
    tdechiron likes this.
  3. tdechiron

    tdechiron

    Joined:
    Dec 8, 2017
    Posts:
    3
    I understand better, thank you for the explanation !
     
  4. AlTheSlacker

    AlTheSlacker

    Joined:
    Jun 12, 2017
    Posts:
    326