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 | Checks if any colliders overlap a capsule-shaped volume in world space. |
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.Note that IgnoreLayerCollision will reset the trigger state of affected colliders, so you might receive OnTriggerExit and OnTriggerEnter messages in response to calling this. |
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 along a ray and returns detailed information on what was hit. |
SphereCastAll | Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. |