MENU PATHInteraction System > Utilities > Grabbable Physics Profile
COMPATIBILITYUnity 6.0+
DOC VERSION
By default, objects thrown in Unity retain their base Collider materials. The GrabbablePhysicsProfile allows you to dynamically inject specialized physics materials (like extreme bounce or zero friction) onto a GrabbableItem.
This is incredibly useful for creating mechanics like bouncy rubber balls or slippery ice blocks that only activate their chaotic physics properties after the player throws them.
Quickly assign standard behaviors like Bouncy Ball, Slippery Ice, or Dead Weight. Selecting 'Custom' unlocks the raw parameter sliders below.
Apply Condition
EnumDef: Only After Throw
If set to 'Only After Throw', the object behaves like a normal heavy prop when pushed around the world, but activates its bouncy/slippery profile the moment it is released from the player's hands.
Random Throw Spin
floatDef: 0
Applies a random angular velocity to the Rigidbody upon release, causing the object to tumble unpredictably through the air.
These fields are only active if the Physics Preset is set to Custom.
Bounciness
float
A value between 0 and 1. 0 will not bounce. 1 will bounce without any loss of energy.
Dynamic / Static Friction
float
Controls the resistance when the object is sliding (Dynamic) and the force required to start moving it from a standstill (Static).
Friction / Bounce Combine
EnumDef: Average
Determines how the physics engine resolves collisions when this object hits a floor with a different physical material (Average, Minimum, Maximum, or Multiply).