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    Struct PhysicsWorld

    Implements
    IQueryable
    IDisposable
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: Unity.U2D.Entities.Physics
    Assembly: solution.dll
    Syntax
    public struct PhysicsWorld : IQueryable, IDisposable

    Constructors

    Name Description
    PhysicsWorld(int, int, int)

    Fields

    Name Description
    CollisionWorld
    DynamicsWorld
    Settings
    TimeStep

    Properties

    Name Description
    AllBodies
    BodyCount
    BodyMotionData
    BodyMotionVelocity
    DynamicBodies
    DynamicBodyCount
    GroundBodyIndex
    JointCount
    Joints
    StaticBodies
    StaticBodyCount

    Methods

    Name Description
    CalculateAabb()
    CalculateAabb(PhysicsTransform)
    CalculateDistance(ColliderDistanceInput)
    CalculateDistance(ColliderDistanceInput, ref NativeList<DistanceHit>)
    CalculateDistance(ColliderDistanceInput, out DistanceHit)
    CalculateDistance(PointDistanceInput)
    CalculateDistance(PointDistanceInput, ref NativeList<DistanceHit>)
    CalculateDistance(PointDistanceInput, out DistanceHit)
    CalculateDistance<T>(ColliderDistanceInput, ref T)
    CalculateDistance<T>(PointDistanceInput, ref T)
    CastCollider(ColliderCastInput)
    CastCollider(ColliderCastInput, ref NativeList<ColliderCastHit>)
    CastCollider(ColliderCastInput, out ColliderCastHit)
    CastCollider<T>(ColliderCastInput, ref T)
    CastRay(RaycastInput)
    CastRay(RaycastInput, ref NativeList<RaycastHit>)
    CastRay(RaycastInput, out RaycastHit)
    CastRay<T>(RaycastInput, ref T)
    Clone()
    Dispose()

    Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.

    OverlapAabb(OverlapAabbInput, NativeList<int>)
    OverlapCollider(OverlapColliderInput)
    OverlapCollider(OverlapColliderInput, ref NativeList<OverlapColliderHit>)
    OverlapCollider(OverlapColliderInput, out OverlapColliderHit)
    OverlapCollider<T>(OverlapColliderInput, ref T)
    OverlapPoint(OverlapPointInput)
    OverlapPoint(OverlapPointInput, ref NativeList<OverlapPointHit>)
    OverlapPoint(OverlapPointInput, out OverlapPointHit)
    OverlapPoint<T>(OverlapPointInput, ref T)
    Reset(int, int, int)
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