**Circle** | C | Base Circle | Circle |

**Density** | D | In kilograms per square meter, used to compute the mass properties. Can be zero or positive. Set to be non-zero, so the object will be dynamic. | Number |

**Friction** | F | used to make objects slide along each other realistically. Usually set to be between 0 and 1, but can be any non-negative value. | Number |

**Restitution** | R | Used to make objects bounce. Usually set to be between 0 and 1. Consider dropping a ball on a table. Zero means the ball won't bounce (inelastic collision). One means the ball's velocity will be exactly reflected (perfectly elastic collision). | Number |

**LinearVelocity** | LV | Linear Velocity | Vector |

**AngularVelocity** | AV | Angular Velocity | Number |