Doc:2.6/Manual/Game Engine/Logic/Object type/Static
Static object type
Physical object, but not affected by gravity.
Actor
This causes the physics engine to evaluate your object, causing your object to be seen as more than part of the world (a simple wall or floor). This object can now be seen by other active objects.
At this point your object is not affected by normal physics (e.g. gravity) but is seen as more than just a background object. This is useful for interaction between objects that need not have physics properties, such as gravity, e.g. a button on a wall.
Ghost
Ghost gives the object the ability to pass through other objects. This helps save processing time while calculating objects’ physics (e.g. bouncing, friction, etc.). A collision with another object is still detected and reported to your game logic.
Invisible
If the object is set to "Invisible", it isn't rendered in the Game Engine.
Radius
Radius of bounding sphere and material physics.
Anisotropic
This controls the direction of friction in the X, Y or Z direction of the object. Anisotropic is relative to the amount of friction in a particular direction. For example, take the wheel of a skate board, the forward direction should rotate easily, yet a sideward motion should be difficult and decreased by a higher level of friction.