Physics

Global physics properties and helper methods.

Class Variables
gravity

The gravity applied to all rigid bodies in the scene.

minPenetrationForPenalty

The minimum contact penetration value in order to apply a penalty force (default 0.05). Must be positive.

bounceThreshold

Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive.

sleepVelocity

The default linear velocity, below which objects start going to sleep (default 0.15). Must be positive.

sleepAngularVelocity

The default angular velocity, below which objects start sleeping (default 0.14). Must be positive.

maxAngularVelocity

The default maximimum angular velocity permitted for any rigid bodies (default 7). Must be positive.

solverIterationCount

The default solver iteration count permitted for any rigid bodies (default 7). Must be positive.

Class Functions
Raycast

Casts a ray against all colliders in the scene.

RaycastAll

Casts a ray through the scene and returns all hits. Note that order is not guaranteed.

Linecast

Returns true if there is any collider intersecting the line between start and end.

OverlapSphere

Returns an array with all colliders touching or inside the sphere.

CapsuleCast

Casts a capsule against all colliders in the scene and returns detailed information on what was hit.

SphereCast

Casts a sphere 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.

SphereCastAll

Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.

CheckSphere

Returns true if there are any colliders touching the sphere defined by position and radius in world coordinates

CheckCapsule

Returns true if there are any colliders touching the capsule defined by the axis going from start and end and having radius in world coordinates

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.

GetIgnoreLayerCollision

Are collisions between layer1 and layer2 being ignored?