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Grabbable Physics Profile

NAMESPACEMyDreamGameStudio.InteractAnything
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.


Editor Interface​

GRABBABLE PHYSICS PROFILEMATERIAL SWAPBOUNCE & FRICTIONInjects specialized physics materials (bounce, friction, sliding) onto a GrabbableItem, either permanently or exclusively when thrown.PROFILE RULESPhysics PresetBouncy BallApply ConditionOnly After ThrowRandom Throw Spin0CUSTOM PARAMETERSCustom values (used only when Preset = Custom)Bounciness0.6Dynamic Friction0.4Static Friction0.4Friction CombineAverageBounce CombineAverage

Configuration Variables​

Profile Rules​

Physics Preset
EnumDef: Bouncy Ball
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.

Custom Parameters​

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).