Physics Manager
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Reference Manual > Components > Settings Managers > Physics Manager

Physics Manager

You can access the Physics Manager by selecting Edit->Project Settings->Physics from the menu bar.

The Physics Manager


GravityThe amount of gravity applied to all Rigidbodies. Usually gravity acts only on the Y-axis (negative is down). Gravity is meters/(seconds^2).
Default MaterialThe default Physic Material that will be used if none has been assigned to an individual Collider.
Bounce ThresholdTwo colliding objects with a relative velocity below this value will not bounce. This value also reduces jitter so it is not recommended to set it to a very low value.
Sleep VelocityThe default linear velocity, below which objects start going to sleep.
Sleep Angular VelocityThe default angular velocity, below which objects start going to sleep.
Max Angular VelocityThe default maximimum angular velocity permitted for any Rigidbodies. The angular velocity of Rigidbodies is clamped to stay within Max Angular Velocity to avoid numerical instability with quickly rotating bodies. Because this may prevent intentional fast rotations on objects such as wheels, you can override this value for any Rigidbody by scripting Rigidbody.maxAngularVelocity.
Min Penetration For PenaltyHow deep in meters are two objects allowed to penetrate before the collision solver pushes them apart. A higher value will make objects penetrate more but reduces jitter.
Solver Iteration CountDetermines how accurately joints and contacts are resolved. Usually a value of 7 works very well for almost all situations.
Raycasts Hit TriggersIf enabled, any Raycast that intersects with a Collider marked as a Trigger will return a hit. If disabled, these intersections will not return a hit.
Layer Collision MatrixDefines how the layer-based collision detection system will behave.


The Physics Manager is where you define the default behaviors of your world. For an explanation of Rigidbody Sleeping, read this page about sleeping.


Page last updated: 2011-02-05