Namespace Unity.U2D.Entities.Physics
Classes
BlobAssetReferenceColliderExtension
ComponentExtensions
EndFramePhysicsSystem
ExportPhysicsWorldSystem
OverlapQueries
PhysicsAssert
PhysicsCallbacks
PhysicsMath
PhysicsWorldSystem
StepPhysicsWorldSystem
Structs
Aabb
AllHitsCollector<T>
AnyHitCollector<T>
BlobArray
BlobArray.Accessor<T>
BlobArray.Accessor<T>.Enumerator
BoundingVolumeHierarchy
BoundingVolumeHierarchy.Builder
Builder.
BoundingVolumeHierarchy.Builder.Range
Range.
BoundingVolumeHierarchy.Constants
BoundingVolumeHierarchy.Node
BoundingVolumeHierarchy.PointAndIndex
BoxGeometry
Broadphase
Broadphase.Tree
CapsuleGeometry
ChildCollider
CircleGeometry
ClosestHitCollector<T>
Collider
ColliderCastHit
ColliderCastInput
ColliderDistanceInput
ColliderKey
ColliderKeyPair
ColliderKeyPath
CollisionFilter
CollisionWorld
ConvexCollider
ConvexHull
ConvexHull.ConvexArray
ConvexHull.ConvexArray.Accessor
ConvexHull.ConvexArray.Accessor.Enumerator
DistanceHit
DynamicsWorld
FourAabb
FourPoints
IgnoreHit
MassDistribution
MassProperties
OverlapAabbInput
OverlapColliderHit
OverlapColliderInput
OverlapPointHit
OverlapPointInput
PhysicsBody
PhysicsBody.Constants
PhysicsBody.IndexPair
PhysicsBody.MotionData
PhysicsBody.MotionVelocity
PhysicsBoxCollider
PhysicsBoxCollider.Constants
PhysicsCapsuleCollider
PhysicsCircleCollider
PhysicsColliderBlob
PhysicsColliderBlobOwner
PhysicsCompoundCollider
PhysicsCompoundCollider.Child
PhysicsCompoundCollider.ColliderBlobInstance
PhysicsDamping
PhysicsDebugDisplay
PhysicsGravity
PhysicsMass
PhysicsMaterial
PhysicsPolygonCollider
PhysicsPolygonCollider.Constants
PhysicsSettings
PhysicsSettings.Constants
PhysicsSettingsComponent
PhysicsTransform
PhysicsVelocity
PhysicsWorld
PhysicsWorldSystem.EntityToPhysicsBodyIndex
PointDistanceInput
PolygonGeometry
Ray
This struct captures the information needed for ray casting. It is technically not a Ray as it includes a length. This is to avoid performance issues with infinite length Rays.
RaycastHit
RaycastInput
The input to RayCastQueries consists of the Start and End positions of a line segment as well as a CollisionFilter to cull potential hits.