Each collidable object has a "Collider Physics" child item. Clicking on this item will open the Collider physics editor:
Changing a parameter will modify the physics in real time. The better way to test it is to use the Debug Shot feature.
For more informations about those parameters, please check the Unity PhysicMaterial script documentation's page.
You can also see this description video from Unity creators.
This will indicate the bounciness amount (between 0 and 1).
A 0 value means that all the contact enegry is absorbed (no bounce) whereas a value of 1 means that no energy is loss (fully bounce, may lead to some unstabilities...)
A collision always concern at least two objects, each with it's bounciness parameter. this will indicate how to merge those two paramters to resolve the contact.
It can be:
- Maximum : Use the maximum value of the two (ex: 0.5 and 0.8 => 0.8)
- Minimum : Use the minimum value of the two (ex: 0.5 and 0.8 => 0.5)
- Multiply : Multiply the two values (ex: 0.5 and 0.8 => 0.4)
- Average : Average of the two values (ex: 0.5 and 0.8 => 0.65)
This will indicate the friction amount of an object which is already moving (between 0 and 1).
A 0 value should indicate that the collided object should stop quickly, a 1 value should not stop the object at all (not always true => Unity bug???).
This will indicate the friction amount of an object which is not already moving, meaning the force needed to make it move. There is no value range. Try different values here.
Just like Bounciness Combine but for both frictions (dynamic and static).
To speed-up the testing process, there is a special case when a collider hysics editor is opened AND that a ball is in game. In this case, the ball collider physics editor is also displayed, under the object's collider editor. Thi swill let you tune both objects and directly test using the Debug Shot feature.
To save the transform modifications you made, click on the "Save Collider Physics" button.
This will create/overwrite a modified_physics.xml next to the table file.
The modified collider physics items number is displayed next to the "Collider Physics Editor" title..