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Question by bobblehat · Feb 07, 2014 at 03:58 AM · frictionrigidbody 2d

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)

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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...

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avatar image bobblehat · Feb 07, 2014 at 06:42 AM 0
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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+

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