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Question by Compressed · Sep 25, 2014 at 08:53 PM · c#2dmaterialfriction

How to change material friction from code for a circle collider 2d?

I have a sprite, to which I attached a Circle Collider 2D.

And then during runtime, i need to access the Material in this collider and change its friction value.

This works:

  transform.Find("Body/Leg").collider2D.sharedMaterial.friction = 5f;

But the problem is, that this changes the friction setting globally for all objects which use this same material.

If it wasn't a 2D collider, but a normal 3D collider i could simply do:

 transform.Find("Body/Leg").collider.material.dynamicFriction = 5;

But the collider2D doesn't have any material property, (like for example collider2D.material), it only has collider2D.sharedMaterial, and changing that changes the value globally and i need to only change the friction value for that one object instance i'm working with.

I also tried this, but it does nothing:

 transform.Find("Body/Leg").renderer.material.SetFloat("Friction", 5f);       
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Answer by SilentSin · Sep 26, 2014 at 05:32 AM

Yet another aspect of 3D functionality that is missing from 2D.

Just assign a copy of the material on awake.

 PhysicsMaterial2D mat = new PhysicsMaterial2D(collider2D.sharedMaterial.name + " (Instance)");
 mat.friction = collider2D.sharedMaterial.friction;
 // etc.
 collider2D.sharedMaterial = mat;
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avatar image Compressed · Sep 26, 2014 at 08:05 AM 0
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Not a solution i was hoping for, but a functional workaround is better than nothing :) Hopefully unity will fix it in the future.

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