Describes how PhysicsMaterial2D friction and bounciness are combined when two Collider2D come into contact.
When two Collider2D come into contact, each might has its own PhysicsMaterial2D assigned, and each with its own PhysicsMaterial2D.friction and PhysicsMaterial2D.bounciness. To calculate the collision response, both friction and bounciness values must be combined using the PhysicsMaterialCombine2D provides multiple algorithms.
Note: Each Collider2D can have a unique PhysicsMaterial2D with different combine modes for friction and bounciness. When different modes are set, the mode with the highest priority is used in this order: Maximum, Minimum, Multiply, Mean, and Average. For example, if one PhysicsMaterial2D uses Average while the other uses Maximum, the Maximum combine function is used because it has higher priority.
Additional resources: PhysicsMaterial2D.frictionCombine, PhysicsMaterial2D.bounceCombine
Average | Uses an Average algorithm when combining friction or bounciness. |
Mean | Uses a Geomtric Mean algorithm when combining friction or bounciness. |
Multiply | Uses a Multiply algorithm when combining friction or bounciness i.e. the product of the two values is used. |
Minimum | Uses a Minimum algorithm when combining friction or bounciness i.e. the minimum of the two values is used. |
Maximum | Uses a Maximum algorithm when combining friction or bounciness i.e. the maximum of the two values is used. |