Legacy Documentation: Version 4.6.2
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Physics

Namespace: UnityEngine

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Description

Global physics properties and helper methods.

Static Variables

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.

Static Functions

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.