Global physics properties and helper methods.
| AllLayers | Layer mask constant to select all layers. | 
|---|---|
| bounceThreshold | Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive. | 
| DefaultRaycastLayers | Layer mask constant to select default raycast layers. | 
| gravity | The gravity applied to all rigid bodies in the scene. | 
| IgnoreRaycastLayer | Layer mask constant to select ignore raycast layer. | 
| maxAngularVelocity | The default maximum angular velocity permitted for any rigid bodies (default 7). Must be positive. | 
| minPenetrationForPenalty | The minimum contact penetration value in order to apply a penalty force (default 0.05). Must be positive. | 
| sleepAngularVelocity | The default angular velocity, below which objects start sleeping (default 0.14). Must be positive. | 
| sleepVelocity | The default linear velocity, below which objects start going to sleep (default 0.15). Must be positive. | 
| solverIterationCount | The default solver iteration count permitted for any rigid bodies (default 7). Must be positive. | 
| 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. | 
| 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. | 
| CheckSphere | Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates. | 
| 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. | 
| 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. | 
| 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. | 
| SphereCast | Casts a sphere against all colliders in the scene and returns detailed information on what was hit. | 
| SphereCastAll | Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. |