Global physics properties and helper methods.
| 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. |
| 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 overlapping the sphere defined by position and radius in world coordinates. |
| CheckCapsule |
Returns true if there are any colliders overlapping 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? |