# PhysicsMaterialCombine2D

> Describes how PhysicsMaterial2D friction and bounciness are combined when two Collider2D come into contact.

## Definition

* **Type:** Enum
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.Physics2DModule

```csharp
public enum PhysicsMaterialCombine2D
```

## Remarks

When two [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md) come into contact, each might has its own [PhysicsMaterial2D](/engine/6000.0/script-reference/unityengine/physicsmaterial2d.md) assigned, and each with its own [PhysicsMaterial2D.friction](/engine/6000.0/script-reference/unityengine/physicsmaterial2d/friction.md) and [PhysicsMaterial2D.bounciness](/engine/6000.0/script-reference/unityengine/physicsmaterial2d/bounciness.md).  To calculate the collision response, both friction and bounciness values must be combined using the [PhysicsMaterialCombine2D](/engine/6000.0/script-reference/unityengine/physicsmaterialcombine2d.md) provides multiple algorithms.

**Note:** Each [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md) can have a unique [PhysicsMaterial2D](/engine/6000.0/script-reference/unityengine/physicsmaterial2d.md) with different combine modes for friction and bounciness. When different modes are set, the mode with the highest priority is used in this order: [PhysicsMaterialCombine2D.Maximum](/engine/6000.0/script-reference/unityengine/physicsmaterialcombine2d/maximum.md), [PhysicsMaterialCombine2D.Minimum](/engine/6000.0/script-reference/unityengine/physicsmaterialcombine2d/minimum.md), [PhysicsMaterialCombine2D.Multiply](/engine/6000.0/script-reference/unityengine/physicsmaterialcombine2d/multiply.md), [PhysicsMaterialCombine2D.Mean](/engine/6000.0/script-reference/unityengine/physicsmaterialcombine2d/mean.md), and [PhysicsMaterialCombine2D.Average](/engine/6000.0/script-reference/unityengine/physicsmaterialcombine2d/average.md). For example, if one [PhysicsMaterial2D](/engine/6000.0/script-reference/unityengine/physicsmaterial2d.md) uses [PhysicsMaterialCombine2D.Average](/engine/6000.0/script-reference/unityengine/physicsmaterialcombine2d/average.md) while the other uses [PhysicsMaterialCombine2D.Maximum](/engine/6000.0/script-reference/unityengine/physicsmaterialcombine2d/maximum.md), the [PhysicsMaterialCombine2D.Maximum](/engine/6000.0/script-reference/unityengine/physicsmaterialcombine2d/maximum.md) combine function is used because it has higher priority.

Additional Resources: [PhysicsMaterial2D.frictionCombine](/engine/6000.0/script-reference/unityengine/physicsmaterial2d/frictioncombine.md), [PhysicsMaterial2D.bounceCombine](/engine/6000.0/script-reference/unityengine/physicsmaterial2d/bouncecombine.md)

## Fields

| Value                                                                                        | Description                                                                                                 |
| -------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------- |
| [Average](/engine/6000.0/script-reference/unityengine/physicsmaterialcombine2d/average.md)   | Uses an Average algorithm when combining friction or bounciness.                                            |
| [Maximum](/engine/6000.0/script-reference/unityengine/physicsmaterialcombine2d/maximum.md)   | Uses a Maximum algorithm when combining friction or bounciness i.e. the maximum of the two values is used.  |
| [Mean](/engine/6000.0/script-reference/unityengine/physicsmaterialcombine2d/mean.md)         | Uses a Geomtric Mean algorithm when combining friction or bounciness.                                       |
| [Minimum](/engine/6000.0/script-reference/unityengine/physicsmaterialcombine2d/minimum.md)   | Uses a Minimum algorithm when combining friction or bounciness i.e. the minimum of the two values is used.  |
| [Multiply](/engine/6000.0/script-reference/unityengine/physicsmaterialcombine2d/multiply.md) | Uses a Multiply algorithm when combining friction or bounciness i.e. the product of the two values is used. |
