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Physics2D

Namespace: UnityEngine

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Description

Global settings and helpers for 2D physics.

Static Variables

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.
changeStopsCallbacks Whether or not to stop reporting collision callbacks immediately if any of the objects involved in the collision are deleted/moved.
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.
minPenetrationForPenalty The minimum contact penetration radius allowed before any separation impulse force is applied. Extreme caution should be used when modifying this value as making this smaller means that polygons will have an insufficient buffer for continuous collision and making it larger may create artefacts for vertex collision.
positionIterations The number of iterations of the physics solver when considering objects' positions.
raycastsHitTriggers Do raycasts detect Colliders configured as triggers?
raycastsStartInColliders Whether ray/line casts that start inside a collider(s) detect that collider(s) or not.
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.

Static Functions

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.