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2D Rigidbody, varying friction
I have a RigidBody/Circle Collider that is rolling across numerous box colliders. It rolls fine, but what I am trying to achieve is a varying slowing down depending on which box collider it is in contact with -- different frictions for different surfaces essentially.
I thought I could achieve that by using different physics materials, but it isn't having the slightest effect on the rolling. Do I need to hand-code a "friction-like" behaviour, or am I using the functionality wrong?
(I think in the 3D Physics of the tools there's "dynamic friction" which may be what I need to emulate in 2D, if that's possible)
Answer by ashique · Feb 07, 2014 at 04:17 AM
You need to use Dynamic Friction provided with the Unity only. You also need to check the combination of dynamic frictions of both colliding body...
eg. multiplication, average etc...
Apologies, maybe I didn't make it clear, but I was trying to avoid using the 3D physics, since I'm working strictly in 2D -- i.e. Unity 4.3+