# Physics Material asset reference

> Reference page for the Physics Material asset.

The **Physics Material** is a material asset that you can place on a GameObject. The material defines properties on the collider’s surface, such as friction and bounciness.

To create a Physics Material, go to **Assets** > **Create** > **Physics Material**, then drag the Physics Material from the Project window onto a collider in the scene.

If there is no Physics Material set, a collider uses the default surface settings. To adjust the project’s default settings, use the [Physics Settings](/engine/6000.3/manual/unity-editor/editor-settings-reference/comp-manager-group/class-physics-manager.md).

| **Property**         | **Description**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |
| -------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Dynamic Friction** | Define how much friction the collider’s surface has against another collider when the colliders are moving or sliding against each other. This value is between 0 and 1. A value of 0 means no friction (like ice), while a value of 1 means very high friction (like rubber). By default, **Dynamic Friction** is set to 0.6.Unity uses the friction value of both touching colliders to calculate the friction between them, based on the **Friction Combine** property (below).                                                                                                                                                            |
| **Static Friction**  | Define how much friction the collider’s surface has against another collider when the colliders are not moving. This value is between 0 and 1. A value of 0 means no friction (like ice), while a value of 1 means very high friction (like rubber). By default, **Static Friction** is set to 0.6.Unity uses the friction value of both touching colliders to calculate the friction between them, based on the **Friction Combine** property (below).                                                                                                                                                                                       |
| **Bounciness**       | Define how bouncy the surface is, and how much other colliders can bounce off it. A value of 0 means the surface is not at all bouncy (like soft clay), and other colliders lose kinetic energy upon hitting it. A value of 1 means the surface is very bouncy (like rubber), and other colliders bounce without any loss of kinetic energy. By default, **Bounciness** is set to 0.Unity uses the bounciness value of both touching colliders to calculate the bounce between them, based on the **Bounce Combine** property.Note that the physics system’s bounce approximations might still add small amounts of energy to the simulation. |
| **Friction Combine** | Define how the physics system calculates friction between two colliders, based on each collider’s friction. This selection applies to both Dynamic Friction and Static Friction. By default, **Friction Combine** is set to **Average**. For details, refer to [How collider surface values combine](/engine/6000.3/manual/physics-section/physics-overview/collision-section/collider-surfaces/combine.md).                                                                                                                                                                                                                                  |
| **Bounce Combine**   | Define how the physics system calculates bounce between two colliders, based on each collider’s **Bounciness** value. By default, **Bounce Combine** is set to **Average**. For details, refer to [How collider surface values combine](/engine/6000.3/manual/physics-section/physics-overview/collision-section/collider-surfaces/combine.md).                                                                                                                                                                                                                                                                                               |
