Materials & Destruction
Physics materials
Section titled “Physics materials”A Physics Material asset describes a surface. Assign it to a collider’s Physics Material slot to control how it behaves:
| Property | What it does |
|---|---|
| Friction | Grip, 0 = ice, 1 = rubber. |
| Restitution | Bounciness, 0 = inelastic, 1 = perfectly elastic. |
| Density | kg/m³, used to compute a body’s mass from its shape’s volume. |
| Friction / Restitution Combine | How this surface’s value mixes with the other body’s at a contact: Average, Min, Multiply, or Max. |
When two bodies touch, the higher-precedence combine mode wins (Max beats Min beats Multiply beats Average), so a “sticky” surface gets its way. A collider with no material falls back to the rigid body’s friction and restitution overrides.
Create one from the Content Browser and edit it in the Physics Material editor.
Destruction
Section titled “Destruction”Make an object shatter by adding a Destructible component next to its static mesh. At runtime, break it from a script:
World.Fracture(self.Entity) -- shatter in placeWorld.FractureAt(self.Entity, x, y, z, 12) -- shatter from a point, with forceThe entity breaks into physics-driven chunks. Tune the break on the component:
| Property | What it does |
|---|---|
| Fragment Count | Roughly how many pieces, 2 to 512. |
| Explosion Strength | Default outward speed of the pieces. |
| Spin Strength | Random tumble added to each piece. |
| Fragment Lifetime | Seconds before pieces clean up (0 = forever). |
| Destroy Original | Remove the source entity when it breaks. |
| Collection | A pre-authored fracture pattern. Leave empty for automatic Voronoi fracturing. |
For pre-authored break patterns, fracture a mesh into a Geometry Collection asset in its editor.