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    Namespace Unity.Physics

    Classes

    DispatchPairSequencer

    IBodyPairsJobExtensions

    ICollisionEventJobExtensions

    IContactsJobExtensions

    IJacobiansJobExtensions

    Integrator

    ISimulationEventUtilities

    ITriggerEventJobExtensions

    Math

    Math.Constants

    NarrowPhase

    SimplexSolver

    Simulation

    SimulationCallbacks

    Solver

    Structs

    Aabb

    AllHitsCollector<T>

    AnyHitCollector<T>

    BlobArray

    BlobArray.Accessor<T>

    BlobArray.Accessor<T>.Enumerator

    BodyFrame

    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 constrained.

    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

    CollisionWorldProxy

    Proxy component data structure for CollisionWorld to use in DataFlowGraph nodes.

    CompoundCollider

    CompoundCollider.Child

    CompoundCollider.ColliderBlobInstance

    Constraint

    ContactJacAngAndVelToReachCp

    ContactJacobianAngular

    ContactPoint

    ConvexCollider

    ConvexColliderHeader

    ConvexHullGenerationParameters

    CustomTagsPair

    CylinderCollider

    CylinderGeometry

    DispatchPairSequencer.DispatchPair

    DistanceHit

    DynamicsWorld

    EntityPair

    FourTransposedAabbs

    Joint

    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

    PhysicsColliderKeyEntityPair

    A buffer element used to associate an original Entity with a collider key in a CompoundCollider.

    PhysicsConstrainedBodyPair

    A pair of bodies with some constraint between them (either a joint or a motor)

    PhysicsCustomTags

    PhysicsDamping

    PhysicsExclude

    Add this tag to a body or joint to exclude it from the physics world. This allows you to retain all of its other data, but temporarily ignore it for purposes of physics

    PhysicsGravityFactor

    PhysicsJoint

    A set of constraints on the relative motion of a PhysicsConstrainedBodyPair. Most joint types can be described with a single instance, but complex setups like ragdoll joints require more than one instance to stabilize. In these cases, you should associate multiple joints using PhysicsJointCompanion.

    PhysicsJointCompanion

    A buffer element to indicate additional entities in a complex joint configuration. Most joint types can be described with a single PhysicsJoint, but complex setups like ragdoll joints require more than one joint to stabilize. This component allows you to locate all of the other joints in such setups to facilitate group destruction, deactivation, and so on. Each joint entity in the group should have this component, with one element for each other joint in the group.

    PhysicsMass

    PhysicsMassOverride

    Add this component to a dynamic body if it needs to sometimes switch to being kinematic. This allows you to retain its dynamic mass properties on its PhysicsMass component, but have the physics solver temporarily treat it as if it were kinematic. Kinematic bodies will have infinite mass and inertia. They should also not be affected by gravity. Hence, if IsKinematic is non-zero the value in an associated PhysicsGravityFactor component is also ignored. If SetVelocityToZero is non-zero then the value in an associated PhysicsVelocity component is also ignored.

    PhysicsStep

    PhysicsVelocity

    The velocity of a rigid body. If absent, the rigid body is static.

    PhysicsWorld

    PhysicsWorldIndex

    Shared component for entities that belong to a physics world. Default physics world is built in BuildPhysicsWorld, from entities that have Value of 0.

    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.

    RigidBody

    SimulationContext

    SimulationJobHandles

    SimulationStepInput

    Solver.StabilizationData

    Solver.StabilizationHeuristicSettings

    SphereCollider

    SphereGeometry

    SurfaceConstraintInfo

    SurfaceVelocity

    TerrainCollider

    TriggerEvent

    TriggerEvents

    TriggerEvents.Enumerator

    Velocity

    Interfaces

    BoundingVolumeHierarchy.IAabbOverlapLeafProcessor

    BoundingVolumeHierarchy.IColliderCastLeafProcessor

    BoundingVolumeHierarchy.IColliderDistanceLeafProcessor

    BoundingVolumeHierarchy.IPointDistanceLeafProcessor

    BoundingVolumeHierarchy.IRaycastLeafProcessor

    BoundingVolumeHierarchy.ITreeOverlapCollector

    IBodyPairsJob

    IBodyPairsJobBase

    ICollector<T>

    ICollidable

    ICollider

    ICollisionEventsJob

    ICollisionEventsJobBase

    IContactsJob

    IContactsJobBase

    IJacobiansJob

    IJacobiansJobBase

    ILeafColliderCollector

    IOverlapCollector

    IQueryResult

    ISimulation

    ISimulationEvent<T>

    An event raised when a pair of bodies interact during solving.

    ITriggerEventsJob

    ITriggerEventsJobBase

    Enums

    ColliderType

    CollisionResponsePolicy

    Defines the collision response policy of a collider

    CollisionType

    ConstraintType

    JacobianFlags

    JacobianType

    JointType

    A designation of one of several types of canonical joints.

    Material.CombinePolicy

    QueryInteraction

    SimulationCallbacks.Phase

    SimulationType

    TerrainCollider.CollisionMethod

    Delegates

    SimulationCallbacks.Callback

    In This Article
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    • Structs
    • Interfaces
    • Enums
    • Delegates
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