

So if a min meets average, then min is used. What happens if two objects have different friction_combine_modes? In that case, whatever mode is latest in the list average, min, multiply, max is picked. Those are often the two most interesting friction effects. min might be a good choice because it allows you to create a "slippery floor" (give the floor a low friction and everything will slide on it) as well as "slippery objects" (give the object a low value and it will slide on everything). It is a matter of finding something that works well for your project.

multiply menas to use the product (0.03).The question is then what happens when two materials with different coefficients (say 0.1 and 0.3) meet? That is determined by the friction_combine_mode. (A piece of velcro has high friction against other velcro, somewhat high against cloth and low against other objects.)īut physics engines don't want to deal with every possible combination of materials, so instead they assign friction coefficients to individual materials. So a single material doesn't really have a friction - it is the combination of one material against another that has a certain friction. In the real world, the friction between two objects depends on both objects' materials. (Options: "average", "min", "multiply", "max".) Static friction is typically higher than dynamic friction, it takes more effort to get an object to start moving, than to keep it moving once it has started. Floating objects have a density 1000.įriction coefficient (typically in the range 0-1, but values higher than 1 are possible) used when the object is sliding on a surface.įriction coefficient used when the object is resting on a surface. (All properties in the interactive engine are specified in SI-units.) Water has a density of 1000. The density of the object in SI-units (kg / m^3). The material properties are defined below:
