The Physics 2D Settings allow you to provide global settings for 2D physics (menu: Edit > Project Settings > Physics 2D).
(There is also a corresponding Physics Manager for 3D projects.)
|The amount of gravity applied to all Rigidbody 2D GameObjects. Generally, gravity is only set for the negative direction of the y-axis.
|The default Physics Material 2D that is used if none has been assigned to an individual Collider 2D.
|The number of iterations made by the physics engine to resolve velocity effects. Higher numbers result in more accurate physics but at the cost of CPU time.
|The number of iterations made by the physics engine to resolve position changes. Higher numbers result in more accurate physics but at the cost of CPU time.
|Collisions with a relative velocity lower than this value is treated as inelastic collisions (that is, the colliding GameObjects do not bounce off each other).
|Max Linear Correction
|The maximum linear position correction used when solving constraints (from a range between 0.0001 to 1000000). This helps to prevent overshoot.
|Max Angular Correction
|The maximum angular correction used when solving constraints (froma range between 0.0001 to 1000000). This helps to prevent overshoot.
|Max Translation Speed
|The maximum linear speed of a Rigidbody 2D GameObject during any physics update.
|Max Rotation Speed
|The maximum rotation speed of a Rigidbody 2D GameObject during any physics update.
|Min Penetration For Penalty
|The minimum contact penetration radius allowed before any separation impulse force is applied.
|Scale factor that determines how fast collision overlaps are resolved.
|Baumgarte Time of Impact Scale
|Scale factor that determines how fast time-of-impact overlaps are resolved.
|Time to Sleep
|The time (in seconds) that must pass after a Rigidbody 2D stops moving before it goes to sleep.
|Linear Sleep Tolerance
|The linear speed below which a Rigidbody 2D goes to sleep after the Time to Sleep elapses.
|Angular Sleep Tolerance
|The rotational speed below which a Rigidbody 2D goes to sleep after Time to Sleep elapses.
|Queries Hit Triggers
|Check this box to enable Collider 2Ds marked as Triggers to return a hit when any physics queries (such as Linecasts or Raycasts) intersect with them. Leave it unchecked for these queries to not return a hit.
|Queries Start In Colliders
|Check this box to enable physics queries that start inside a Collider 2D to detect the collider they start in.
|Change Stops Callbacks
|Check this box to stop reporting collision callbacks immediately if any of the GameObjects involved in the collision are deleted or moved.
|Layer Collision Matrix
|Defines how the Layer-based collision detection system behaves.
The Physics 2D Settings define limits on the accuracy of the physical simulation. Generally speaking, a more accurate simulation requires more processing overhead, so these settings offer a way to trade off accuracy against performance. See the Physics section of the manual for further information.
Did you find this page useful? Please give it a rating: