The Physics module implements 3D physics in Unity.
ArticulationBody | A body that forms part of a Physics articulation. |
BoxCollider | A box-shaped primitive collider. |
CapsuleCollider | A capsule-shaped primitive collider. |
CharacterController | A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody. |
CharacterJoint | Character Joints are mainly used for Ragdoll effects. |
Collider | A base class of all colliders. |
Collision | Describes a collision. |
ConfigurableJoint | The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion. |
ConstantForce | A force applied constantly. |
ControllerColliderHit | ControllerColliderHit is used by CharacterController.OnControllerColliderHit to give detailed information about the collision and how to deal with it. |
FixedJoint | The Fixed joint groups together 2 rigidbodies, making them stick together in their bound position. |
HingeJoint | The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge. |
Joint | Joint is the base class for all joints. |
MeshCollider | A mesh collider allows you to do collision detection between meshes and primitives. |
PhysicMaterial | Physics material describes how to handle colliding objects (friction, bounciness). |
Physics | Global physics properties and helper methods. |
PhysicsSceneExtensions | Scene extensions to access the underlying physics scene. |
Rigidbody | Control of an object's position through physics simulation. |
SphereCollider | A sphere-shaped primitive collider. |
SpringJoint | The spring joint ties together 2 rigid bodies, spring forces will be automatically applied to keep the object at the given distance. |
ArticulationDrive | Drive applies forces and torques to the connected bodies. |
ArticulationReducedSpace | Coordinates in reduced space. |
BoxcastCommand | Use this struct to set up a box cast command to be performed asynchronously during a job. |
CapsulecastCommand | Use this struct to set up a capsule cast command that is performed asynchronously during a job. |
ContactPoint | Describes a contact point where the collision occurs. |
JointDrive | How the joint's movement will behave along its local X axis. |
JointLimits | JointLimits is used by the HingeJoint to limit the joints angle. |
JointMotor | The JointMotor is used to motorize a joint. |
JointSpring | JointSpring is used add a spring force to HingeJoint and PhysicMaterial. |
PhysicsScene | Represents a single instance of a 3D physics Scene. |
RaycastCommand | Struct used to set up a raycast command to be performed asynchronously during a job. |
RaycastHit | Structure used to get information back from a raycast. |
SoftJointLimit | The limits defined by the CharacterJoint. |
SoftJointLimitSpring | The configuration of the spring attached to the joint's limits: linear and angular. Used by CharacterJoint and ConfigurableJoint. |
SpherecastCommand | Use this struct to set up a sphere cast command that is performed asynchronously during a job. |
WheelFrictionCurve | WheelFrictionCurve is used by the WheelCollider to describe friction properties of the wheel tire. |
ArticulationDofLock | The lock type applied to a particular degree of freedom of an articulation body. |
ArticulationJointType | The type of the joint that restricts movement of the two connected articulation bodies. |
CollisionDetectionMode | The collision detection mode constants used for Rigidbody.collisionDetectionMode. |
CollisionFlags | CollisionFlags is a bitmask returned by CharacterController.Move. |
ConfigurableJointMotion | Constrains movement for a ConfigurableJoint along the 6 axes. |
ForceMode | Use ForceMode to specify how to apply a force using Rigidbody.AddForce. |
JointProjectionMode | Determines how to snap physics joints back to its constrained position when it drifts off too much. |
MeshColliderCookingOptions | Cooking options that are available with MeshCollider. |
PhysicMaterialCombine | Describes how physics materials of the colliding objects are combined.The friction force as well as the residual bounce impulse are applied symmertrically to both of the colliders in contact, so each pair of overlapping colliders must have a single set of friction and bouciness settings. However, one can set arbitrary physics materials to any colliders. For that particular reason, there is a mechanism that allows the combination of two different sets of properties that correspond to each of the colliders in contact into one set to be used in the solver.Specifying Average, Maximum, Minimum or Multiply as the physics material combine mode, you directly set the function that is used to combine the settings corresponding to the two overlapping colliders into one set of settings that can be used to apply the material effect.Note that there is a special case when the two overlapping colliders have physics materials with different combine modes set. In this particular case, the function that has the highest priority is used. The priority order is as follows: Average < Minimum < Multiply < Maximum. For example, if one material has Average set but the other one has Maximum, then the combine function to be used is Maximum, since it has higher priority. |
QueryTriggerInteraction | Overrides the global Physics.queriesHitTriggers. |
RigidbodyConstraints | Use these flags to constrain motion of Rigidbodies. |
RigidbodyInterpolation | Rigidbody interpolation mode. |
RotationDriveMode | Control ConfigurableJoint's rotation with either X & YZ or Slerp Drive. |
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