Namespace Unity.Physics
Classes
DispatchPairSequencer
IBodyPairsJobExtensions
ICollisionEventJobExtensions
IContactsJobExtensions
IJacobiansJobExtensions
Integrator
ITriggerEventJobExtensions
Math
Math.Constants
NarrowPhase
SimplexSolver
Simulation
SimulationCallbacks
Solver
Structs
Aabb
AllHitsCollector<T>
AnyHitCollector<T>
BlobArray
BlobArray.Accessor<T>
BlobArray.Accessor<T>.Enumerator
BodyIndexPair
BoundingVolumeHierarchy
BoundingVolumeHierarchy.Builder
Builder.
BoundingVolumeHierarchy.Builder.Range
Range.
BoundingVolumeHierarchy.Constants
BoundingVolumeHierarchy.Node
BoundingVolumeHierarchy.PointAndIndex
BoxCollider
BoxGeometry
CapsuleCollider
CapsuleGeometry
ChildCollider
ClosestHitCollector<T>
Collider
ColliderCastHit
ColliderCastInput
ColliderDistanceInput
ColliderHeader
ColliderKey
ColliderKeyPair
ColliderKeyPath
CollisionEvent
CollisionEvent.Details
CollisionEvents
CollisionEvents.Enumerator
CollisionFilter
CollisionWorld
CompoundCollider
CompoundCollider.Child
CompoundCollider.ColliderBlobInstance
Constraint
ContactJacAngAndVelToReachCp
ContactJacobianAngular
ContactPoint
ConvexCollider
ConvexColliderHeader
ConvexHullGenerationParameters
CustomTagsPair
CylinderCollider
CylinderGeometry
DispatchPairSequencer.DispatchPair
DistanceHit
DynamicsWorld
EntityPair
FourTransposedAabbs
Joint
JointData
JointData.ConstraintsBlob
JointFrame
A target in the space of a rigid body that will align with a corresponding target in the space of the other body to which it is joined.
MassDistribution
MassFactors
MassProperties
Material
Math.FloatRange
Range of possible values for some constrained parameter.
Math.FourTransposedPoints
Math.MTransform
MeshCollider
ModifiableBodyPair
ModifiableContactHeader
ModifiableContactJacobian
ModifiableContactPoint
ModifiableJacobianHeader
ModifiableTriggerJacobian
MotionData
MotionVelocity
OverlapAabbHit
OverlapAabbInput
PhysicsCollider
PhysicsCustomTags
PhysicsDamping
PhysicsGravityFactor
PhysicsJoint
PhysicsMass
PhysicsStep
PhysicsVelocity
PhysicsWorld
Plane
PointDistanceInput
PolygonCollider
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
A struct representing the hit from a RaycastQuery.
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.