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Working with Physic materials

From: Unity 4.3 Essential Training

Video: Working with Physic materials

Working with physics opens up all kinds of As a note, it's saying would you like to fix that normal map now? In the Art Textures, there's plaster N.

Working with Physic materials

Working with physics opens up all kinds of neat possibilities in our game because we can have things collide, knock over, move, slide, roll, and even get into hinges and joints and chains. Once we've added physics on an object, we can get further into the properties of those physic materials. And what I'll do is import in my physic material package and get some materials on these towers, so they behave a little more realistically. Now the physic materials are different from materials that are on the object.

Right now, these towers have a different material on them. I'll select one and we can see in here, it's called white plaster. I'll take a sec and tune that up before I get into a physic material. I'll click on Diffuse and change the shader over to a Bumped Specular. This way, I can get a normal map in, and I'll roll up the rigid body for now, and open up that material. It's supposed to be white, and so there's not really a color texture with it. But there is a normal map that was also imported, and it's in the Textures folder.

I'll click Select in the normal map section, scroll down, and pick plaster N. It's a gently cracked and varied surface for that plaster, and so these are mapped and to show a little bit of variety as if they were molded. As a note, it's saying would you like to fix that normal map now? And I'll click Fix Now. It fixed it or so I think, but I'll make sure I go and check that in my Textures folder. In the Art Textures, there's plaster N. And yes, it is a normal map, created from a gray-scale and we're in good shape.

Now for the physic materials. I'll go into my standard assets, right-click, and choose Import Package. In the packages, I'll bring in my physic materials and there's a reason it's not physics. It's a naming convention from Unity. In our physic materials, we've got some by default, and we can always go to the Unity store and get more if we need. I'll use these to start out. I think wood will work nicely. I'll click Import and bring them all in and now I've got my physic materials. Going into those physic materials and selecting one shows us the properties.

Each physic material has a static and dynamic friction, a bounciness. And combinations, what happens with the frictions, is there a direction, and so on. What this lets us do for example is stack objects using the static friction, so they don't start off sliding off each other and then we can add in dynamic friction. For example, if things are made of rough wood and they need to fall down and skid to a stop, we can crank that up. I'll try it as it is at the moment and see how it looks. I'll pick my first tower and in the box collider, there's a material section.

What this is is not a standard material, it's a physic material and so I'll click on the Selection button, and go pick Wood for that particular one. I'll repeat it with my other towers again, adding wood in the physic material section in the box collider. I'll also put a material onto the floor, selecting the floor or the podium here. And in its box collider in the physic material, I'll add in wood as well. It's a wood floor and this will work fairly nicely for the outside too. I'll look again at the rigid body on these as well. Right now in their rigid body, when I open it up, I can see it's got a mass, a drag, is using gravity, and so on.

I'm going to bring up the mass a little bit. I'll put a mass of two in and see how it behaves. I'll make the smaller one 1.5, and the bigger one I'll try out at three. We can put some drag in as well, if they're skidding too much, but I'll leave it alone for the moment. Adding some friction to the floor should help and I'll play this one more time and see how it looks. That's a little better. I ran into the art, and it fell over and stacked. In fact, I think because of the geometry, and the art, and the friction, it's stacked a little too perfectly. I'll knock over this one, and they knock over nicely.

I like the way that's reacting. They're not sliding across the floor anymore, and the mass is really helping them fall over. I'll do one last bit of tuning here. I'm going to pick the small one and add a little bit more drag into it. I'll put the drag at 0.1. I'll also do this with the bigger ones, giving them just a touch of drag and that way they'll fall and skid a little bit, but not much. It's very easy to have floating objects, and so we want these things to come across as if they have a mass to them I've knocked over the art. I can also play with the floor, maybe even creating a duplicate of the wood material, renaming it and changing its parameters so it's a little bit smoother in the skid.

I like the way it's behaving, though because I've got these materials now, really falling and clunking correctly.

Show transcript

This video is part of

Image for Unity 4.3 Essential Training
Unity 4.3 Essential Training

78 video lessons · 10410 viewers

Adam Crespi
Author

 
Expand all | Collapse all
  1. 2m 57s
    1. Welcome
      41s
    2. What you should know before watching this course
      52s
    3. Using the exercise files
      1m 24s
  2. 21m 21s
    1. Designing the game
      4m 39s
    2. Setting the project
      4m 9s
    3. Exploring the Hierarchy, Scene, and Inspector windows
      5m 45s
    4. Creating and transforming objects
      6m 48s
  3. 21m 34s
    1. Organizing the Assets window
      2m 55s
    2. Exporting objects from 3D modeling programs
      8m 33s
    3. Importing and configuring models and textures
      4m 54s
    4. Setting properties for models and textures in the Inspector
      5m 12s
  4. 29m 8s
    1. Introducing the game environment
      4m 27s
    2. Placing the player controller
      4m 29s
    3. Publishing project settings
      5m 32s
    4. Adding sky and fog
      8m 17s
    5. Fine-tuning the First Person Controller
      6m 23s
  5. 57m 25s
    1. Creating the terrain geometry
      3m 29s
    2. Forming the topography
      9m 54s
    3. Painting the terrain textures
      7m 9s
    4. Painting trees and forests
      10m 55s
    5. Painting grass, shrubs, and 3D geometry
      9m 38s
    6. Painting detail meshes
      8m 46s
    7. Adjusting terrain settings
      7m 34s
  6. 39m 45s
    1. Creating materials and assigning shaders
      8m 56s
    2. Handling multiple materials
      7m 13s
    3. Adding textures to a material
      3m 57s
    4. Manipulating textures
      5m 20s
    5. Adding reflections to materials
      8m 1s
    6. Creating lit materials
      6m 18s
  7. 47m 12s
    1. Creating GameObjects
      5m 2s
    2. Understanding components
      6m 15s
    3. Using colliders for barriers
      6m 22s
    4. Using colliders for triggers
      8m 1s
    5. Exploring physics
      8m 22s
    6. Working with Physic materials
      5m 3s
    7. Adding joints to rigid bodies
      8m 7s
  8. 20m 33s
    1. Setting up prefabs for animation and batching
      5m 8s
    2. Animating an object
      6m 32s
    3. Adjusting timing in an animation
      3m 50s
    4. Animating transparency and lights
      5m 3s
  9. 11m 58s
    1. Importing skinned meshes
      4m 51s
    2. Separating animations into clips and states
      3m 14s
    3. Creating transitions between states
      3m 53s
  10. 30m 22s
    1. Customizing ambient light
      2m 59s
    2. Creating the sun using a directional light
      5m 49s
    3. Using layers and tags for lighting
      3m 32s
    4. Adding spot and point lights
      4m 25s
    5. Using point lights for fill
      4m 30s
    6. Adding and fine-tuning shadows
      5m 10s
    7. Creating lighting effects with cookies
      3m 57s
  11. 9m 15s
    1. Adding scripts to GameObjects
      2m 42s
    2. Using correct script syntax
      6m 33s
  12. 23m 7s
    1. Setting up a 2D project
      3m 13s
    2. Importing sprites
      2m 30s
    3. Slicing in the Sprite Editor
      3m 6s
    4. Layering sprites and setting the sorting order
      5m 12s
    5. Creating 2D colliders
      3m 12s
    6. Adding 2D physics
      2m 25s
    7. Animating 2D elements
      3m 29s
  13. 30m 25s
    1. Creating light shafts and sunbeams
      5m 20s
    2. Using ambient occlusion to add gravity
      4m 37s
    3. Adding depth of field
      8m 40s
    4. Applying motion blur
      5m 46s
    5. Tuning color for mood
      6m 2s
  14. 38m 16s
    1. Exploring water effects
      7m 36s
    2. Working with wind zones
      2m 8s
    3. Using an audio source
      4m 3s
    4. Creating a sound zone
      5m 59s
    5. Triggering audio
      3m 37s
    6. Adding audio effects
      3m 13s
    7. Creating particle systems
      2m 26s
    8. Adjusting particle systems
      9m 14s
  15. 25m 23s
    1. Setting up occlusion culling
      5m 52s
    2. Enabling batching to reduce draw calls
      3m 28s
    3. Testing in the game window using statistics
      4m 27s
    4. Building a development build and debugging
      6m 0s
    5. Building the executable
      5m 36s
  16. 49s
    1. Next steps
      49s

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