Namespace: UnityEngine
Global settings and helpers for 2D physics.
| AllLayers | Layer mask constant that includes all layers. |
| angularSleepTolerance | A rigid-body cannot sleep if its angular velocity is above this tolerance. |
| baumgarteScale | The scale factor that controls how fast overlaps are resolved. |
| baumgarteTOIScale | The scale factor that controls how fast TOI overlaps are resolved. |
| DefaultRaycastLayers | Layer mask constant that includes all layers participating in raycasts by default. |
| gravity | Acceleration due to gravity. |
| IgnoreRaycastLayer | Layer mask constant for the default layer that ignores raycasts. |
| linearSleepTolerance | A rigid-body cannot sleep if its linear velocity is above this tolerance. |
| maxAngularCorrection | The maximum angular position correction used when solving constraints. This helps to prevent overshoot. |
| maxLinearCorrection | The maximum linear position correction used when solving constraints. This helps to prevent overshoot. |
| maxRotationSpeed | The maximum angular speed of a rigid-body per physics update. Increasing this can cause numerical problems. |
| maxTranslationSpeed | The maximum linear speed of a rigid-body per physics update. Increasing this can cause numerical problems. |
| positionIterations | The number of iterations of the physics solver when considering objects' positions. |
| raycastsHitTriggers | Do raycasts detect Colliders configured as triggers? |
| timeToSleep | The time in seconds that a rigid-body must be still before it will go to sleep. |
| velocityIterations | The number of iterations of the physics solver when considering objects' velocities. |
| velocityThreshold | Any collisions with a relative linear velocity below this threshold will be treated as inelastic. |
| BoxCast | Casts a box against colliders in the scene, returning the first collider to contact with it. |
| BoxCastAll | Casts a box against colliders in the scene, returning all colliders that contact with it. |
| BoxCastNonAlloc | Casts a box into the scene, returning colliders that contact with it into the provided results array. |
| CircleCast | Casts a circle against colliders in the scene, returning the first collider to contact with it. |
| CircleCastAll | Casts a circle against colliders in the scene, returning all colliders that contact with it. |
| CircleCastNonAlloc | Casts a circle into the scene, returning colliders that contact with it into the provided results array. |
| GetIgnoreCollision | Checks whether the collision detection system will ignore all collisions/triggers between collider1 and collider2 or not. |
| GetIgnoreLayerCollision | Should collisions between the specified layers be ignored? |
| GetRayIntersection | Cast a 3D ray against the colliders in the scene returning the first collider along the ray. |
| GetRayIntersectionAll | Cast a 3D ray against the colliders in the scene returning all the colliders along the ray. |
| GetRayIntersectionNonAlloc | Cast a 3D ray against the colliders in the scene returning the colliders along the ray. |
| IgnoreCollision | Makes the collision detection system ignore all collisions/triggers between collider1 and collider2. |
| IgnoreLayerCollision | Choose whether to detect or ignore collisions between a specified pair of layers. |
| Linecast | Casts a line against colliders in the scene. |
| LinecastAll | Casts a line against colliders in the scene. |
| LinecastNonAlloc | Casts a line against colliders in the scene. |
| OverlapArea | Check if a collider falls within a rectangular area. |
| OverlapAreaAll | Get a list of all colliders that fall within a rectangular area. |
| OverlapAreaNonAlloc | Get a list of all colliders that fall within a specified area. |
| OverlapCircle | Check if a collider falls within a circular area. |
| OverlapCircleAll | Get a list of all colliders that fall within a circular area. |
| OverlapCircleNonAlloc | Get a list of all colliders that fall within a circular area. |
| OverlapPoint | Check if a collider overlaps a point in space. |
| OverlapPointAll | Get a list of all colliders that overlap a point in space. |
| OverlapPointNonAlloc | Get a list of all colliders that overlap a point in space. |
| Raycast | Casts a ray against colliders in the scene. |
| RaycastAll | Casts a ray against colliders in the scene, returning all colliders that contact with it. |
| RaycastNonAlloc | Casts a ray into the scene. |