I don’t see why not. 3D uses “PhysicsMaterials” to implement static&dynamic friction. They work fine. Collider2D also has a slot for a PhyMat . But I’ve never used the 2D engine, so can’t confirm that it works there.
I don’t see why not. 3D uses “PhysicsMaterials” to implement static&dynamic friction. They work fine. Collider2D also has a slot for a PhyMat . But I’ve never used the 2D engine, so can’t confirm that it works there.
Unfortunately the Physics2D materials appear to be much simpler -- only having a single variable named "friction". From what I can deduce from a simple enough example, a circle-collider/rigidbody rolling along a floor with the "friction" variable set to even something ludicrously high doesn't slow down.
– bobblehatWell, in the 3D system, balls aren't much affected by friction -- you need a cube or something with a flat surface. I think that may even somewhat real world correct. Unity friction can simulate up to sandpaper, but not really mud or deep-pile carpet -- something which almost grabs you.
– Owen-Reynolds