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The Physics2d module implements 2D physics in Unity.
|Parent class for all joints that have anchor points.
|Applies forces within an area.
|Collider for 2D physics representing an axis-aligned rectangle.
|Applies forces to simulate buoyancy, fluid-flow and fluid drag.
|A capsule-shaped primitive collider.
|Collider for 2D physics representing an circle.
|Parent class for collider types used with 2D gameplay.
|Collision details returned by 2D physics callback functions.
|A Collider that can merge other Colliders together.
|Applies both linear and angular (torque) forces continuously to the rigidbody each physics update.
|Represents a Collider2D that is configured by assigning PhysicsShape2D geometry to it via a PhysicsShapeGroup2D.
|Joint that keeps two Rigidbody2D objects a fixed distance apart.
|Collider for 2D physics representing an arbitrary set of connected edges (lines) defined by its vertices.
|A base class for all 2D effectors.
|Connects two Rigidbody2D together at their anchor points using a configurable spring.
|Applies both force and torque to reduce both the linear and angular velocities to zero.
|Joint that allows a Rigidbody2D object to rotate around a point in space or a point on another object.
|Parent class for joints to connect Rigidbody2D objects.
|Global settings and helpers for 2D physics.
|Asset type that defines the surface properties of a Collider2D.
|Scene extensions to access the underlying physics scene.
|Represents a group of PhysicsShape2D and their geometry.
|A base type for 2D physics components that required a callback during FixedUpdate.
|Applies "platform" behaviour such as one-way collisions etc.
|Applies forces to attract/repulse against a point.
|Collider for 2D physics representing an arbitrary polygon defined by its vertices.
|Keeps two Rigidbody2D at their relative orientations.
|Rigidbody physics component for 2D sprites.
|Joint that restricts the motion of a Rigidbody2D object to a single line.
|Joint that attempts to keep two Rigidbody2D objects a set distance apart by applying a force between them.
|Applies tangent forces along the surfaces of colliders.
|The joint attempts to move a Rigidbody2D to a specific target position.
|The wheel joint allows the simulation of wheels by providing a constraining suspension motion with an optional motor.
|Represents the separation or overlap of two Collider2D.
|A set of parameters for filtering contact results. Define the angle by referring to their position in world space, where 0 degrees is parallel to the positive x-axis, 90 degrees is parallel to the positive y-axis, 180 degrees is parallel to the negative x-axis, and 270 degrees is parallel to the negative y-axis.
|Details about a specific point of contact involved in a 2D physics collision.
|Angular limits on the rotation of a Rigidbody2D object around a HingeJoint2D.
|Parameters for the optional motor force applied to a Joint2D.
|Joint suspension is used to define how suspension works on a WheelJoint2D.
|Motion limits of a Rigidbody2D object along a SliderJoint2D.
|A set of options that control how physics operates when using the job system to multithread the physics simulation.
|Represents a single instance of a 2D physics Scene.
|Represents an efficient low-level physics shape used by the physics engine.
|Returns information about an object detected by a raycast in 2D physics.
|The direction that the capsule sides can extend.
|Indicates what (if any) error was encountered when creating a 2D Collider.
|Controls how collisions are detected when a Rigidbody2D moves.
|The mode used to apply Effector2D forces.
|Selects the source and/or target to be used by an Effector2D.
|Option for how to apply a force using Rigidbody2D.AddForce.
|Options for selecting which action to take when a Joint2D breaks.
|Represents the state of a joint limit.
|Options for indicate which primitive shape type is used to interpret geometry contained within a PhysicsShape2D object.
|Use these flags to constrain motion of the Rigidbody2D.
|Interpolation mode for Rigidbody2D objects.
|Settings for a Rigidbody2D's initial sleep state.
|The physical behaviour type of the Rigidbody2D.
|A selection of modes that control when Unity executes the 2D physics simulation.