BoxCast(float3, quaternion, float3, float3, float, out ColliderCastHit, CollisionFilter, QueryInteraction)
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Box cast.
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BoxCast(float3, quaternion, float3, float3, float, CollisionFilter, QueryInteraction)
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Box cast.
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BoxCastAll(float3, quaternion, float3, float3, float, ref NativeList<ColliderCastHit>, CollisionFilter, QueryInteraction)
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Box cast all.
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BoxCastCustom<T>(float3, quaternion, float3, float3, float, ref T, CollisionFilter, QueryInteraction)
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Box cast custom.
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CalculateAabb()
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Calculate a bounding box around this collider.
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CalculateAabb(RigidTransform, float)
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Calculate a bounding box around this collider, at the given transform.
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CalculateDistance(ColliderDistanceInput)
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Calculate the distance from another collider to this one.
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CalculateDistance(ColliderDistanceInput, ref NativeList<DistanceHit>)
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Calculates the distance.
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CalculateDistance(ColliderDistanceInput, out DistanceHit)
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Calculates the distance.
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CalculateDistance(PointDistanceInput)
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Calculate the distance from a point to this collider.
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CalculateDistance(PointDistanceInput, ref NativeList<DistanceHit>)
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Calculates the distance.
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CalculateDistance(PointDistanceInput, out DistanceHit)
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Calculates the distance.
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CalculateDistance<T>(ColliderDistanceInput, ref T)
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Calculates the distance.
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CalculateDistance<T>(PointDistanceInput, ref T)
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Calculates the distance.
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CapsuleCast(float3, float3, float, float3, float, out ColliderCastHit, CollisionFilter, QueryInteraction)
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Capsule cast.
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CapsuleCast(float3, float3, float, float3, float, CollisionFilter, QueryInteraction)
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Capsule cast.
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CapsuleCastAll(float3, float3, float, float3, float, ref NativeList<ColliderCastHit>, CollisionFilter, QueryInteraction)
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Capsule cast all.
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CapsuleCastCustom<T>(float3, float3, float, float3, float, ref T, CollisionFilter, QueryInteraction)
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Capsule cast custom.
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CastCollider(ColliderCastInput)
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Cast another collider against this one.
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CastCollider(ColliderCastInput, ref NativeList<ColliderCastHit>)
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Cast collider.
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CastCollider(ColliderCastInput, out ColliderCastHit)
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Cast collider.
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CastCollider<T>(ColliderCastInput, ref T)
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Cast collider.
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CastRay(RaycastInput)
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Cast a ray against this collider.
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CastRay(RaycastInput, ref NativeList<RaycastHit>)
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Cast ray.
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CastRay(RaycastInput, out RaycastHit)
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Cast ray.
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CastRay<T>(RaycastInput, ref T)
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Cast ray.
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CheckBox(float3, quaternion, float3, CollisionFilter, QueryInteraction)
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Check box.
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CheckCapsule(float3, float3, float, CollisionFilter, QueryInteraction)
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Check capsule.
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CheckSphere(float3, float, CollisionFilter, QueryInteraction)
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Checks if a sphere overlaps this collider.
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Clone()
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This function clones the Collider and wraps it in a BlobAssetReference. The caller is
responsible for appropriately calling Dispose on the result.
Returned collider is guaranteed to be unique.
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GetChild(ref ColliderKey, out ChildCollider)
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Gets a child of this collider.
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GetCollisionFilter()
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Get the collision filter. In case of a CompoundCollider, returns the root
filter.
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GetCollisionFilter(ColliderKey)
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Gets the collision filter specified by the collider key. The key is only read in case the
collider is CompoundCollider, otherwise it is ignored and will behave as GetCollisionFilter().
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GetCollisionResponse()
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Gets the collision response. In case of a CompoundCollider,
this behaves as GetCollisionResponse(ColliderKey) with
ColliderKey.Zero passed in.
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GetCollisionResponse(ColliderKey)
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Gets collision response of a child specified by the collider key. Collider key is only read
in case of CompoundCollider, otherwise it is ignored and will behave as GetCollisionResponse()
. In case of CompoundCollider if the colider key is empty, it will return the
collision response of the first child.
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GetFriction()
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Gets the friction. In case of a CompoundCollider, this
behaves as GetFriction(ColliderKey) with ColliderKey.Zero passed in.
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GetFriction(ColliderKey)
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Gets the friction of a child specified by the collider key. Collider key is only read in case
of CompoundCollider, otherwise it is ignored and will behave as GetFriction()
. In case of CompoundCollider if the colider key is empty, it will return the friction of the first child.
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GetLeaf(ColliderKey, out ChildCollider)
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Gets a leaf collider.
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GetLeafCollider(out ChildCollider, Collider*, ColliderKey, RigidTransform, float)
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Get a leaf of a collider hierarchy. Return false if the key is not valid for the collider.
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GetLeaves<T>(ref T)
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Gets the leaf colliders of this collider .
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GetRestitution()
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Gets the restitution. In case of a CompoundCollider,
this behaves as GetRestitution(ColliderKey) with ColliderKey.Zero
passed in
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GetRestitution(ColliderKey)
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Gets a restitution of a child specified by the collider key. Collider key is only read in
case of CompoundCollider, otherwise it is ignored and will behave as GetRestitution()
. In case of CompoundCollider if the colider key is empty, it will return the
restitution of the first child.
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OverlapBox(float3, quaternion, float3, ref NativeList<DistanceHit>, CollisionFilter, QueryInteraction)
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Overlap box.
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OverlapBoxCustom<T>(float3, quaternion, float3, ref T, CollisionFilter, QueryInteraction)
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Overlap box custom.
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OverlapCapsule(float3, float3, float, ref NativeList<DistanceHit>, CollisionFilter, QueryInteraction)
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Overlap capsule.
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OverlapCapsuleCustom<T>(float3, float3, float, ref T, CollisionFilter, QueryInteraction)
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Overlap capsule custom.
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OverlapSphere(float3, float, ref NativeList<DistanceHit>, CollisionFilter, QueryInteraction)
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Overlap sphere.
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OverlapSphereCustom<T>(float3, float, ref T, CollisionFilter, QueryInteraction)
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Overlap sphere custom.
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SetCollisionFilter(CollisionFilter)
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Sets the collision filter. In case of a CompoundCollider sets the root filter.
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SetCollisionFilter(CollisionFilter, ColliderKey)
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Sets the collision filter of a child specified by the collider key. Collider key is only read
in case of CompoundCollider, otherwise it is ignored and will behave as SetCollisionFilter(CollisionFilter)
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SetCollisionResponse(CollisionResponsePolicy)
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Sets collision response. In case of a CompoundCollider,
this behaves as SetCollisionResponse(CollisionResponsePolicy, ColliderKey)
with ColliderKey.Zero passed in.
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SetCollisionResponse(CollisionResponsePolicy, ColliderKey)
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Sets collision response of a child specified by the collider key. Collider key is only read in
case of CompoundCollider, otherwise it is ignored and will behave as SetCollisionResponse(CollisionResponsePolicy)
. In case of CompoundCollider if the collider key is empty, it will set the
collision response of the all children.
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SetFriction(float)
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Sets the friction. In case of a CompoundCollider, this
behaves as SetFriction(float, ColliderKey)
with ColliderKey.Zero passed in.
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SetFriction(float, ColliderKey)
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Sets the friction of a child specified by the collider key. Collider key is only read in case
of CompoundCollider, otherwise it is ignored and will behave as SetFriction(float)
. In case of CompoundCollider if the collider key is empty, it will set the
friction of the all children.
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SetRestitution(float)
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Sets the restitution. In case of a CompoundCollider,
this behaves as SetRestitution(float, ColliderKey)
with ColliderKey.Zero passed in.
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SetRestitution(float, ColliderKey)
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Sets the restitution of a child specified by the collider key. Collider key is only read in
case of CompoundCollider, otherwise it is ignored and will behave as SetRestitution(float)
. In case of CompoundCollider if the collider key is empty, it will set the
restitution of the all children.
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SphereCast(float3, float, float3, float, out ColliderCastHit, CollisionFilter, QueryInteraction)
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Sphere cast.
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SphereCast(float3, float, float3, float, CollisionFilter, QueryInteraction)
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Sphere cast.
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SphereCastAll(float3, float, float3, float, ref NativeList<ColliderCastHit>, CollisionFilter, QueryInteraction)
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Sphere cast all.
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SphereCastCustom<T>(float3, float, float3, float, ref T, CollisionFilter, QueryInteraction)
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Sphere cast custom.
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