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 |