BakeMesh | Prepares the Mesh for use with a MeshCollider. |
BoxCast | Casts the box along a ray and returns detailed information on what was hit. |
BoxCastAll | Like Physics.BoxCast, but returns all hits. |
BoxCastNonAlloc | Cast the box along the direction, and store hits in the provided buffer. |
CapsuleCast | Casts a capsule against all colliders in the Scene and returns detailed information on what was hit. |
CapsuleCastAll | Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects. |
CapsuleCastNonAlloc | Casts a capsule against all colliders in the Scene and returns detailed information on what was hit into the buffer. |
CheckBox | Check whether the given box overlaps with other colliders or not. |
CheckCapsule | Checks if any colliders overlap a capsule-shaped volume in world space. |
CheckSphere | Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates. |
ClosestPoint | Returns a point on the given collider that is closest to the specified location. |
ComputePenetration | Compute the minimal translation required to separate the given colliders apart at specified poses. |
GetIgnoreCollision | Checks whether the collision detection system will ignore all collisions/triggers between collider1 and collider2 or not. |
GetIgnoreLayerCollision | Are collisions between layer1 and layer2 being ignored? |
IgnoreCollision | Makes the collision detection system ignore all collisions between collider1 and collider2. |
IgnoreLayerCollision | Makes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2.Note that IgnoreLayerCollision will reset the trigger state of affected colliders, so you might receive OnTriggerExit and OnTriggerEnter messages in response to calling this. |
Linecast | Returns true if there is any collider intersecting the line between start and end. |
OverlapBox | Find all colliders touching or inside of the given box. |
OverlapBoxNonAlloc | Find all colliders touching or inside of the given box, and store them into the buffer. |
OverlapCapsule | Check the given capsule against the physics world and return all overlapping colliders. |
OverlapCapsuleNonAlloc | Check the given capsule against the physics world and return all overlapping colliders in the user-provided buffer. |
OverlapSphere | Returns an array with all colliders touching or inside the sphere. |
OverlapSphereNonAlloc | Computes and stores colliders touching or inside the sphere into the provided buffer. |
Raycast | Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the Scene. |
RaycastAll | Casts a ray through the Scene and returns all hits. Note that order of the results is undefined. |
RaycastNonAlloc | Cast a ray through the Scene and store the hits into the buffer. |
RebuildBroadphaseRegions | Rebuild the broadphase interest regions as well as set the world boundaries. |
Simulate | Simulate physics in the Scene. |
SphereCast | Casts a sphere along a ray and returns detailed information on what was hit. |
SphereCastAll | Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. |
SphereCastNonAlloc | Cast sphere along the direction and store the results into buffer. |
SyncTransforms | Apply Transform changes to the physics engine. |