The Physics Material is a material asset that you can place on a GameObject. The material defines properties on the collider’s surface, such as friction and bounciness.
To create Physics Material, simply right-click in Project folder, hover over Create, and at the bottom, you will see Physics Material. After creating it, you need to drag and drop the material to GameObject of your choice that has a collider on it.
NOTE: If collider has no Physics Material on it (None (Physics Material)) then it has default **Physics Material** properties.
- Dynamic Friction: works when an object is already in motion on a surface and determines how fast it will stop sliding. Value of 0 will make an object act like a hockey puck, and value of 1 will make an object stop sliding almost immediately.
- Static Friction: is the frictional force that must be overcome to move a stationary object. Imagine a wardrobe that you must move. It is always harder to move a heavy wardrobe from its place (high static friction) than to push it further once it has already moved (dynamic friction). Value of 0 means that any smallest push will make an object move.
- Bounciness: is pretty straightforward. This option determines how well an object will bounce. Value of 0 means an object has no bouncing properties, imagine you drop a block of wet cheese, while value of 1 is a perfect bouncing ball.
Friction Combine: determines the friction between two touching surfaces.
- Average: arithmetic mean between two objects.
- Minimum: picks the lowest value of two objects.
- Maximum: pick the highest value of two objects.
- Multiply: values are multiplied by each other.
Bounce Combine: works the same way as Friction Combine, but with bounciness and has the same dropdown options.

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