This adjusts how much more slowly the camera moves when the control key is held.
The prop collision type is set up with the collision script in the "start" folder. The type is meant for all moving physically interactive objects, i.e. most objects you put in the scene, unless they are static, in which case the "scene" collision type is preferred. Of course, this is totally configurable by the end user, so you don't have to use my convention.
The trigger collision type only registers the collision, and does not have any physical effect. This can be used to make the player activate a trigger by running into it, without actually blocking the player from moving through it.
The linear offset is the distance by which the shadowmap depth is offset. A slight offset is needed to avoid "shadow acne".
This controls the exact distance of each stage of the directional light shadow. You can use this to make the shadow extend to cover more of the scene, or you can adjust the distance (and thus the resolution) of each stage. You only have so many pixels per stage, and this setting allows you to adjust their allocation to get the best balance of distance and resolution.
The linear offset should never be used with a point light because it will cause gaps to form in the corners of the cube shadow. In fact, I may remove the setting from the script.
The multiplicative offset is a multiplier which determines the actual distance the shadowmap camera renders. For example, if the range is 10 and the multiplicative offset is 0.95, the shadowmap camera will only render a distance of 9.5, but the shadow depth will still be considered 10.0. This means the shadowmap pixels will be "stretched" to a length of ten, causing a small error that increases with distance from the light source. The shadow pixels that were cast at a distance of 9.5 will be offset all the way back to a distance of 10.0. It's just another way to avoid shadow acne. This is necessary for point lights, because it allows the seams of the cubemap to meet without any gaps.
These are just settings the user can make use of in scripts. Any object can be activated or enabled. Activating a disabled object will have no result. An object can only be activated when it is enabled. For example, you might have a door that when activated, slides open. However, the door can be locked by setting the "Enabled" property to False. In that case, when the user pushed a button that activates the door, nothing would happen, because the door could not be activated until it was enabled. It is the user's responsibility to program behavior into their objects, and the enable/activate settings are just a suggested technique.
This sets the entity rendering order, for z-sorted surfaces only. This can be used to make one road appear consistently on top of another road, when they both lie flush on the terrain.
They are for static and kinetic friction, respectively.