![]() ![]() Movable: Flag that marks the actor as dynamic (can be affected by physics forces), or static (cannot be affected by physics forces). Note: if an object’s relative speed to something it collides with is 50 or less, bounciness will be ignored. When two objects collide, the higher bounciness value of the objects is used. Value between 0 (no bounce on collide) to 1 (full bounce with no slowdown on collide). Note: to use the CoF for a material found in physics books in GameSalad, multiply the value by 50.īounciness: Determines if an object bounces when it collides with another object, and how much of its original speed it has after the collision. This value is also known as the coefficient of friction. When two objects slide against each other, the friction value used is sqrt( times ). Value between 0 (very slippery) and 50 or more (very sticky). The rotational force is centered at the actor’s Center of Mass.įriction: How much an object is slowed when sliding against another object. Linear Velocity: The initial velocity of the actor, in pixels/second.Īngular Velocity: The initial rotational velocity of the actor, in degrees/second. ![]() Since Earth’s gravity is 9.6 meters per second per second, and GameSalad uses 50 pixels per meter, you can make your scene have Earth’s gravity with a value of x = 0, y = 480.Ĭenter of Mass: The point on the actor (in pixels) that most physics forces are applied to. Scene Gravity: The force of gravity to apply to actors in the scene, in pixels per second per second. ![]()
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