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Question by Grouchomg · Mar 18 at 03:50 PM · materialphysics2dbounciness

How can i change the bouncinnes on a PhysicMaterial2D in runtime?

Hi , I'm new in unity scripting and I've been trying to change the bounciness of a material with a script. I want to either change the bounciness or swap the material from one with 0 bounciness to another with bounciness 1. I've been looking in the unity documentation and trying but i cant get it to work. If someone could help me please , i appreciate it.

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Answer by kygen007 · Mar 18 at 04:02 PM

Hi dear, To change the bounciness of a PhysicMaterial2D in Unity, you can use the bounciness property of the material. Here's an example script that changes the bounciness of a material:

 using UnityEngine;
 
 public class ChangeBounciness : MonoBehaviour
 {
     public PhysicMaterial2D materialWithBounciness1;
     public float newBounciness;
 
     void OnCollisionEnter2D(Collision2D collision)
     {
         // Check if the collision involves the object this script is attached to
         if (collision.gameObject == gameObject)
         {
             // Get the current material of the collider that was hit
             Collider2D collider = collision.collider;
             PhysicMaterial2D currentMaterial = collider.sharedMaterial as PhysicMaterial2D;
 
             // Check if the current material has a bounciness property
             if (currentMaterial != null && currentMaterial.bounciness != newBounciness)
             {
                 // Change the bounciness of the material
                 currentMaterial.bounciness = newBounciness;
 
                 // Alternatively, you can swap the material to one with bounciness 1
                 if (newBounciness == 1)
                 {
                     collider.sharedMaterial = materialWithBounciness1;
                 }
             }
         }
     }
 }
 
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avatar image kygen007 · Mar 18 at 04:03 PM 0
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In this example, the script checks if the object this script is attached to collides with another object. If there is a collision, it gets the current material of the collider that was hit and checks if it has a bounciness property. If the current material has a different bounciness than the new value, it sets the bounciness of the material to the new value. If the new value is 1, it swaps the material to one with bounciness 1.

Note that in order for this script to work, it needs to be attached to an object with a collider component, and the other objects that collide with it must also have colliders and rigidbody components.

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