class in 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. |
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. |
queriesHitTriggers | Do raycasts detect Colliders configured as triggers? |
queriesStartInColliders | Do ray/line casts that start inside a collider(s) detect those collider(s)? |
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. |
IsTouching | Check whether collider1 is touching collider2 or not. |
IsTouchingLayers | Checks whether the collider is touching any colliders on the specified layerMask or not. |
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. |