Set Bounciness: Difference between revisions
|  (Revisited the page) |  (Related pages) Tags: Mobile edit Mobile web edit Advanced mobile edit | ||
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| == Notes == | == Notes == | ||
| * The default bounciness of an object is 0. The bounciness of the ground is 1. | * The default bounciness of an object is 0. The bounciness of the ground is 1. | ||
| Line 21: | Line 22: | ||
| * Negative values can be used, but they can produce weird results. | * Negative values can be used, but they can produce weird results. | ||
| == Related == | |||
| * [[Set Friction]] | |||
| * [[Set Mass]] | |||
| [[Category:Blocks]] | [[Category:Blocks]] | ||
Revision as of 00:27, 23 August 2025
Set Bounciness
  | Type | Script block | 
| Collider | None | 
| Folder | Physics | 
| Ports | |
|---|---|
| Inputs | Before Object Bounciness | 
| Outputs | After | 
Changes how much momentum a physics object loses when bouncing. Use 0 for a complete stop and 1 for a perfect bounce.
Notes
- The default bounciness of an object is 0. The bounciness of the ground is 1.
- To calculate the force applied when bouncing, the game takes the force at which the object collided and multiplies it by the bounciness of both objects.
- In conjunction with the previous fact, this means that to make an object bounce when hitting another object, both objects must have their bounciness set.
- If the combined bounciness of two objects is higher than 1, it will increase the velocity of the physics object each bounce.
- Negative values can be used, but they can produce weird results.
 
	