Your search for "Collision" resulted in 339 matches:

Collision

Describes a collision.

Collision.articulationBody

The ArticulationBody of the collider that your GameObject collides with (Read Only).

Collision.body

The Rigidbody or ArticulationBody of the collider that your Component collides with (Read Only).

Collision.collider

The Collider we hit (Read Only).

Collision.contactCount

Gets the number of contacts for this collision.

Collision.contacts

The contact points generated by the physics engine. You should avoid using this as it produces memory garbage. Use GetContact o...

Collision.gameObject

The GameObject whose collider you are colliding with. (Read Only).

Collision.GetContact

Gets the contact point at the specified index.

Collision.GetContacts

Retrieves all contact points for this collision.

Collision.impulse

The total impulse applied to this contact pair to resolve the collision.

Collision.relativeVelocity

The relative linear velocity of the two colliding objects (Read Only).

Collision.rigidbody

The Rigidbody we hit (Read Only). This is null if the object we hit is a collider with no rigidbody attached.

Collision.transform

The Transform of the object we hit (Read Only).

ParticleSystem.collision

Script interface for the CollisionModule of a Particle System.

ParticleSystemSubEmitterType.Collision

Spawns new particles when particles from the parent system collide with something.

CollisionDetectionMode2D.Continuous

Ensures that all collisions are detected when a Rigidbody2D moves.

Collision2D

Collision details returned by 2D physics callback functions.

CollisionDetectionMode.Continuous

Continuous collision detection is on for colliding with static mesh geometry.

CollisionDetectionMode.Discrete

Continuous collision detection is off for this Rigidbody.

Collision2D.collider

The incoming Collider2D involved in the collision with the otherCollider.

Collision2D.contactCount

Gets the number of contacts for this collision.

Collision2D.enabled

Indicates whether the collision response or reaction is enabled or disabled.

Collision2D.gameObject

The incoming GameObject involved in the collision.

Collision2D.GetContact

Gets the contact point at the specified index.

Collision2D.otherCollider

The other Collider2D involved in the collision with the collider.

Collision2D.otherRigidbody

The other Rigidbody2D involved in the collision with the rigidbody.

Collision2D.rigidbody

The incoming Rigidbody2D involved in the collision with the otherRigidbody.

Collision2D.transform

The Transform of the incoming object involved in the collision.

CollisionDetectionMode

The collision detection mode constants used for Rigidbody.collisionDetectionMode.

CollisionDetectionMode.ContinuousDynamic

Continuous collision detection is on for colliding with static and dynamic geometry.

CollisionDetectionMode.ContinuousSpeculative

Speculative continuous collision detection is on for static and dynamic geometries

CollisionDetectionMode2D

Controls how collisions are detected when a Rigidbody2D moves.

CollisionDetectionMode2D.Discrete

When a Rigidbody2D moves, only collisions at the new position are detected.

CollisionModule

Script interface for the CollisionModule of a Particle System.

Collision2D.contacts

The specific points of contact with the incoming Collider2D. You should avoid using this as it produces memory garbage. Use Get...

Collision2D.GetContacts

Retrieves all contact points for contacts between collider and otherCollider.

Collision2D.relativeVelocity

The relative linear velocity of the two colliding objects (Read Only).

CollisionDetectionMode2D.None

This mode is obsolete. You should use Discrete mode.

CollisionFlags

CollisionFlags is a bitmask returned by CharacterController.Move.

CollisionFlags.Above

CollisionFlags is a bitmask returned by CharacterController.Move.

CollisionFlags.Below

CollisionFlags is a bitmask returned by CharacterController.Move.

CollisionFlags.None

CollisionFlags is a bitmask returned by CharacterController.Move.

CollisionFlags.Sides

CollisionFlags is a bitmask returned by CharacterController.Move.

Cloth.collisionMassScale

How much to increase mass of colliding particles.

Rigidbody.collisionDetectionMode

The Rigidbody's collision detection mode.

Joint.enableCollision

Enable collision between bodies connected with the joint.

ParticleSystem.CollisionModule.maxCollisionShapes

The maximum number of collision shapes Unity considers for particle collisions. It ignores excess shapes. Terrains take priority.

ParticleSystem.CollisionModule.radiusScale

A multiplier that Unity applies to the size of each particle before collisions are processed.

Physics.IgnoreCollision

Makes the collision detection system ignore all collisions between collider1 and collider2.

Rigidbody2D.collisionDetectionMode

The method used by the physics engine to check if two objects have collided.

Joint2D.enableCollision

Should the two Rigidbody2D connected with this joint collide with each other?

ParticleSystem.CollisionModule.AddPlane

Adds a collision plane to use with this Particle System.

ParticleSystem.CollisionModule.bounce

How much force is applied to each particle after a collision.

ParticleSystem.CollisionModule.colliderForce

How much force is applied to a Collider when hit by particles from this Particle System.

ParticleSystem.CollisionModule.dampen

How much speed does each particle lose after a collision.

ParticleSystem.CollisionModule.enabled

Specifies whether the CollisionModule is enabled or disabled.

ParticleSystem.CollisionModule.enableDynamicColliders

Allow particles to collide with dynamic colliders when using world collision mode.

ParticleSystem.CollisionModule.enableInteriorCollisions

Allow particles to collide when inside colliders.

ParticleSystem.CollisionModule.GetPlane

Get a collision plane associated with this Particle System.

ParticleSystem.CollisionModule.lifetimeLoss

How much a collision reduces a particle's lifetime.

ParticleSystem.CollisionModule.maxKillSpeed

Kill particles whose speed goes above this threshold, after a collision.

ParticleSystem.CollisionModule.minKillSpeed

Kill particles whose speed falls below this threshold, after a collision.

ParticleSystem.CollisionModule.multiplyColliderForceByCollisionAngle

Specifies whether the physics system considers the collision angle when it applies forces from particles to Colliders.

ParticleSystem.CollisionModule.multiplyColliderForceByParticleSize

Specifies whether the physics system considers particle sizes when it applies forces to Colliders.

ParticleSystem.CollisionModule.multiplyColliderForceByParticleSpeed

Specifies whether the physics system considers particle speeds when it applies forces to Colliders.

ParticleSystem.CollisionModule.RemovePlane

Removes a collision plane associated with this Particle System.

ParticleSystem.CollisionModule.SetPlane

Set a collision plane to use with this Particle System.

ParticleSystem.CollisionModule.type

The type of particle collision to perform.

ParticleSystem.CollisionModule.voxelSize

Size of voxels in the collision cache.

ArticulationBody.collisionDetectionMode

The ArticulationBody's collision detection mode.

ParticleSystem.CollisionModule.mode

Choose between 2D and 3D world collisions.

ParticleSystem.CollisionModule.quality

Specifies the accuracy of particle collisions against colliders in the Scene.

Physics2D.IgnoreCollision

Makes the collision detection system ignore all collisions/triggers between collider1 and collider2.

ParticleSystem.CollisionModule.bounceMultiplier

A multiplier for ParticleSystem.CollisionModule._bounce.

ParticleSystem.CollisionModule.collidesWith

Control which Layers this Particle System collides with.

ParticleSystem.CollisionModule.lifetimeLossMultiplier

Change the lifetime loss multiplier.

ParticleSystem.CollisionModule.maxPlaneCount

The maximum number of planes it is possible to set as colliders.

ParticleSystem.CollisionModule.planeCount

Shows the number of planes currently set as Colliders.

Physics.GetIgnoreCollision

Checks whether the collision detection system will ignore all collisions/triggers between collider1 and collider2 or not.

Physics.IgnoreLayerCollision

Makes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2.Note that ...

Physics2D.GetIgnoreCollision

Checks whether the collision detection system will ignore all collisions/triggers between collider1 and collider2 or not.

CharacterController.collisionFlags

What part of the capsule collided with the environment during the last CharacterController.Move call.

Cloth.enableContinuousCollision

Enable continuous collision to improve collision stability.

MonoBehaviour.OnParticleCollision

OnParticleCollision is called when a particle hits a Collider.

Physics2D.IgnoreLayerCollision

Choose whether to detect or ignore collisions between a specified pair of layers.

ClothSkinningCoefficient.collisionSphereDistance

Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth.

Physics.GetIgnoreLayerCollision

Are collisions between layer1 and layer2 being ignored?

Physics2D.GetIgnoreLayerCollision

Checks whether collisions between the specified layers be ignored or not.

ParticleSystem.SubEmittersModule.collision0

Sub-Particle System which spawns at the locations of the collision of the particles from the parent system.

ParticleSystem.SubEmittersModule.collision1

Sub-Particle System which spawns at the locations of the collision of the particles from the parent system.

ParticleCollisionEvent

Information about a particle collision.

ParticleCollisionEvent.intersection

Intersection point of the collision in world coordinates.

ParticleCollisionEvent.normal

Geometry normal at the intersection point of the collision.

ParticleCollisionEvent.velocity

Incident velocity at the intersection point of the collision.

Collider.OnCollisionExit

OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.

Collider.OnCollisionStay

OnCollisionStay is called once per frame for every Collider or Rigidbody that touches another Collider or Rigidbody.

Cloth.selfCollisionDistance

Minimum distance at which two cloth particles repel each other (default: 0.0).

Cloth.selfCollisionStiffness

Self-collision stiffness defines how strong the separating impulse should be for colliding particles.

Collider.OnCollisionEnter

OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.

Rigidbody.OnCollisionEnter

OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.

Rigidbody.OnCollisionExit

OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.

Rigidbody.OnCollisionStay

OnCollisionStay is called once per frame for every Collider or Rigidbody that touches another Collider or Rigidbody.

Collider2D.OnCollisionEnter2D

Sent when an incoming collider makes contact with this object's collider (2D physics only).

Collider2D.OnCollisionExit2D

Sent when a collider on another object stops touching this object's collider (2D physics only).

Collider2D.OnCollisionStay2D

Sent each frame where a collider on another object is touching this object's collider (2D physics only).

Physics.interCollisionDistance

Sets the minimum separation distance for cloth inter-collision.

Physics.interCollisionStiffness

Sets the cloth inter-collision stiffness.

Physics.reuseCollisionCallbacks

Determines whether the garbage collector should reuse only a single instance of a Collision type for all collision callbacks.

MonoBehaviour.OnCollisionEnter

OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.

MonoBehaviour.OnCollisionEnter2D

Sent when an incoming collider makes contact with this object's collider (2D physics only).

MonoBehaviour.OnCollisionExit

OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.

MonoBehaviour.OnCollisionExit2D

Sent when a collider on another object stops touching this object's collider (2D physics only).

MonoBehaviour.OnCollisionStay

OnCollisionStay is called once per frame for every Collider or Rigidbody that touches another Collider or Rigidbody.

MonoBehaviour.OnCollisionStay2D

Sent each frame where a collider on another object is touching this object's collider (2D physics only).

Physics.invokeCollisionCallbacks

Whether or not MonoBehaviour collision messages will be sent by the physics system.

Physics2D.reuseCollisionCallbacks

Determines whether the garbage collector should reuse only a single instance of a Collision2D type for all collision callbacks.

ParticleSystemCollisionMode

Whether to use 2D or 3D colliders for particle collisions.

ParticleSystemCollisionMode.Collision2D

Use 2D colliders to collide particles against.

ParticleSystemCollisionMode.Collision3D

Use 3D colliders to collide particles against.

ParticleSystemCollisionQuality

Quality of world collisions. Medium and low quality are approximate and may leak particles.

ParticleSystemCollisionQuality.High

The most accurate world collisions.

ParticleSystemCollisionQuality.Low

Fastest and most approximate world collisions.

ParticleSystemCollisionQuality.Medium

Approximate world collisions.

ParticleSystemCollisionType

The type of collisions to use for a given Particle System.

Rigidbody.detectCollisions

Should collision detection be enabled? (By default always enabled).

Physics2D.GetLayerCollisionMask

Get the collision layer mask that indicates which layer(s) the specified layer can collide with.

Physics2D.SetLayerCollisionMask

Set the collision layer mask that indicates which layer(s) the specified layer can collide with.

PlayerSettings.bakeCollisionMeshes

Pre bake collision meshes on player build.

Cloth.GetSelfAndInterCollisionIndices

Get list of particles to be used for self and inter collision.

Cloth.SetSelfAndInterCollisionIndices

This allows you to set the cloth indices used for self and inter collision.

CharacterController.detectCollisions

Determines whether other rigidbodies or character controllers collide with this character controller (by default this is always...

MeshCollider.smoothSphereCollisions

Uses interpolated normals for sphere collisions instead of flat polygonal normals.

ParticlePhysicsExtensions.GetCollisionEvents

Get the particle collision events for a GameObject. Returns the number of events written to the array.

PhysicsVisualizationSettings.showCollisionGeometry

Should the PhysicsDebugWindow display the collision geometry.

Physics2D.bounceThreshold

Any collisions with a relative linear velocity below this threshold will be treated as inelastic so no bounce will occur.

ParticleSystem.TriggerModule.AddCollider

Adds a Collision shape associated with this Particle System trigger.

ParticleSystem.TriggerModule.GetCollider

Gets a collision shape associated with this Particle System trigger.

ParticleSystem.TriggerModule.SetCollider

Sets a Collision shape associated with this Particle System trigger.

ParticleSystem.TriggerModule.RemoveCollider

Removes a collision shape associated with this Particle System trigger.

WheelCollider.GetGroundHit

Gets ground collision data for the wheel.

CharacterController.skinWidth

The character's collision skin width.

PlatformEffector2D.useOneWay

Should the one-way collision behaviour be used?

ContactPoint2D.enabled

Indicates whether the collision response or reaction is enabled or disabled.

ParticleSystem.TriggerModule.maxColliderCount

The maximum number of collision shapes that can be attached to this Particle System trigger.

PlatformEffector2D.oneWay

Whether to use one-way collision behaviour or not.

ArticulationBody.solverVelocityIterations

The solverVelocityIterations affects how accurately articulation body joints and collision contacts are resolved during bounce.

Collider2D.layerOverridePriority

A decision priority assigned to this Collider2D used when there is a conflicting decision on whether a contact between itself a...

ContactPoint2D

Details about a specific point of contact involved in a 2D physics collision.

ContactPoint2D.collider

The incoming Collider2D involved in the collision with the otherCollider.

ContactPoint2D.otherCollider

The other Collider2D involved in the collision with the collider.

ContactPoint2D.otherRigidbody

The other Rigidbody2D involved in the collision with the rigidbody.

ContactPoint2D.rigidbody

The incoming Rigidbody2D involved in the collision with the otherRigidbody.

NavMesh.avoidancePredictionTime

Describes how far in the future the agents predict collisions for avoidance.

ParticleSystem.TriggerModule.colliderCount

Indicates the number of collision shapes attached to this Particle System trigger.

Physics.defaultSolverVelocityIterations

The defaultSolverVelocityIterations affects how accurately the Rigidbody joints and collision contacts are resolved. (default 1...

Physics2D.changeStopsCallbacks

Set whether the reporting of collisions callbacks immediately stops if any of the objects involved in the collision are deleted...

Rigidbody.solverVelocityIterations

The solverVelocityIterations affects how how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics...

Rigidbody2D.useFullKinematicContacts

Should kinematic/kinematic and kinematic/static collisions be allowed?

ArticulationBody.solverIterations

The solverIterations determines how accurately articulation body joints and collision contacts are resolved.

CanvasGroup.blocksRaycasts

Does this group block raycasting (allow collision).

CapsulecastCommand.distance

The maximum distance the capsule cast checks for collision.

Cloth.useVirtualParticles

Add one virtual particle per triangle to improve collision stability.

Collider2D.callbackLayers

The Layers that this Collider2D will report collision or trigger callbacks for during a contact with another Collider2D.

Collider2D.forceReceiveLayers

The Layers that this Collider2D can receive forces from during a Collision contact with another Collider2D.

Collider2D.forceSendLayers

The Layers that this Collider2D is allowed to send forces to during a Collision contact with another Collider2D.

ConfigurableJoint.projectionMode

Brings violated constraints back into alignment even when the solver fails. Projection is not a physical process and does not p...

ContactFilter2D.maxNormalAngle

Sets the contact filter to filter the results to only include contacts with collision normal angles that are less than this angle.

ContactFilter2D.minNormalAngle

Sets the contact filter to filter the results to only include contacts with collision normal angles that are greater than this ...

ContactPairPoint.impulse

The impulse applied to this contact pair to resolve the collision.

ContactPairPoint.Impulse

The impulse applied to this contact pair to resolve the collision.

ContactPoint

Describes a contact point where the collision occurs.

ContactPoint.impulse

The impulse applied to this contact pair to resolve the collision.

ControllerColliderHit

ControllerColliderHit is used by CharacterController.OnControllerColliderHit to give detailed information about the collision a...

ControllerColliderHit.moveDirection

The direction the CharacterController was moving in when the collision occured.

EdgeCollider2D.useAdjacentEndPoint

Set this to true to use the adjacentEndPoint to form the collision normal that is used to calculate the collision response when...

EdgeCollider2D.useAdjacentStartPoint

Set this to true to use the adjacentStartPoint to form the collision normal that is used to calculate the collision response wh...

Effector2D.useColliderMask

Should the collider-mask be used or the global collision matrix?

MeshCollider

A mesh collider allows you to do collision detection between meshes and primitives.

MeshCollider.sharedMesh

The mesh object used for collision detection.

NavMeshCollectGeometry.PhysicsColliders

Collect geometry from the 3D physics collision representation.

ParticleSystemTriggerEventType.Enter

Trigger when particles enter the collision volume.

ParticleSystemTriggerEventType.Exit

Trigger when particles leave the collision volume.

ParticleSystemTriggerEventType.Inside

Trigger when particles are inside the collision volume.

ParticleSystemTriggerEventType.Outside

Trigger when particles are outside the collision volume.

Physics.ContactModifyEvent

Subscribe to this event to be able to customize the collision response for contact pairs.

Physics.ContactModifyEventCCD

Subscribe to this event to be able to customize the collision response of CCD generated contact pairs.

Physics.defaultSolverIterations

The defaultSolverIterations determines how accurately Rigidbody joints and collision contacts are resolved. (default 6). Must b...

Physics2D.deleteStopsCallbacks

Set whether to continue or stop the proccesing of collision callbacks if any of the objects involved in the collision are deleted.

PlatformEffector2D.sideArc

The angle of an arc that defines the sides of the platform centered on the local 'left' and 'right' of the effector. Any collis...

QualitySettings.particleRaycastBudget

Budget for how many ray casts can be performed per frame for approximate collision testing.

RaycastHit.textureCoord

The uv texture coordinate at the collision location.

Rigidbody.solverIterations

The solverIterations determines how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultS...

TerrainData.thickness

The thickness of the terrain used for collision detection.

CharacterController

A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody.

ContactFilter2D.useNormalAngle

Sets the contact filter to filter the results by the collision's normal angle using minNormalAngle and maxNormalAngle.

Physics.ContactEvent

Subscribe to this event to read all collisions that occurred during the physics simulation step.

PlatformEffector2D

Applies platform behaviour such as one-way collisions etc.

RaycastCommand.distance

The maximum distance the ray should check for collisions.

SpherecastCommand.distance

The maximum distance the sphere should check for collisions.

CharacterController.Move

Supplies the movement of a GameObject with an attached CharacterController component.

Collider.OnTriggerEnter

Called when a Collider with the Collider.isTrigger property overlaps another Collider.

Collider2D.OnTriggerEnter2D

Sent when another object enters a trigger collider attached to this object (2D physics only).

CompositeCollider2D.GeometryType.Outlines

Sets the Composite Collider 2D to generate closed outlines for the merged collider geometry consisting of only edges.

CompositeCollider2D.GeometryType.Polygons

Sets the Composite Collider 2D to generate closed outlines for the merged collider geometry consisting of convex polygon shapes.

EdgeCollider2D.adjacentEndPoint

Defines the position of a virtual point adjacent to the end point of the EdgeCollider2D.

EdgeCollider2D.adjacentStartPoint

Defines the position of a virtual point adjacent to the start point of the EdgeCollider2D.

MeshCollider.inflateMesh

Allow the physics engine to increase the volume of the input mesh in attempt to generate a valid convex mesh.

MonoBehaviour.OnParticleTrigger

OnParticleTrigger is called when any particles in a Particle System meet the conditions in the trigger module.

Physics2D.contactThreshold

A threshold below which a contact is automatically disabled.

Physics2D.Linecast

Casts a line segment against Colliders in the Scene.

PlatformEffector2D.surfaceArc

The angle of an arc that defines the surface of the platform centered of the local 'up' of the effector.

Rigidbody2D

Provides physics movement and other dynamics, and the ability to attach Collider2D to it.

Rigidbody2D.mass

Mass of the Rigidbody.

Rigidbody2D.MovePosition

Moves the rigidbody to position.

Rigidbody2D.MoveRotation

Rotates the Rigidbody to angle (given in degrees).

ArticulationBody.excludeLayers

The additional layers that all Colliders attached to this ArticulationBody should exclude when deciding if the Collider can com...

ArticulationBody.includeLayers

The additional layers that all Colliders attached to this ArticulationBody should include when deciding if a the Collider can c...

BoxCollider2D.edgeRadius

Controls the radius of all edges created by the collider.

CharacterJoint.enableProjection

Brings violated constraints back into alignment even when the solver fails.

Cloth.GetVirtualParticleIndices

Get list of indices to be used when generating virtual particles.

Cloth.GetVirtualParticleWeights

Get weights to be used when generating virtual particles for cloth.

Cloth.SetVirtualParticleIndices

Set indices to use when generating virtual particles.

Cloth.SetVirtualParticleWeights

Sets weights to be used when generating virtual particles for cloth.

Cloth.stiffnessFrequency

Sets the stiffness frequency parameter.

Collider.contactOffset

Contact offset value of this collider.

Collider.excludeLayers

The additional layers that this Collider should exclude when deciding if the Collider can contact another Collider.

Collider.includeLayers

The additional layers that this Collider should include when deciding if the Collider can contact another Collider.

Collider.isTrigger

Specify if this collider is configured as a trigger.

Collider.layerOverridePriority

A decision priority assigned to this Collider used when there is a conflicting decision on whether a Collider can contact anoth...

Collider2D.Cast

Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.

Collider2D.contactCaptureLayers

The layers of other Collider2D involved in contacts with this Collider2D that will be captured.

Collider2D.CreateMesh

Creates a planar Mesh that is identical to the area defined by the Collider2D geometry.

Collider2D.Distance

Calculates the minimum separation of this collider against another collider.

Collider2D.excludeLayers

The additional Layers that this Collider2D should exclude when deciding if a contact with another Collider2D should happen or not.

Collider2D.GetShapes

Gets all the PhysicsShape2D used by the Collider2D.

Collider2D.includeLayers

The additional Layers that this Collider2D should include when deciding if a contact with another Collider2D should happen or not.

Collider2D.IsTouching

Check whether this collider is touching the collider or not.

Collider2D.IsTouchingLayers

Checks whether this collider is touching any colliders on the specified layerMask or not.

Collider2D.Raycast

Casts a ray into the Scene that starts at the Collider position and ignores the Collider itself.

Collider2D.usedByEffector

Whether the collider is used by an attached effector or not.

CompositeCollider2D.edgeRadius

Controls the radius of all edges created by the Collider.

ContactPair.impulseSum

Total impulse sum of the pair.

ContactPair.ImpulseSum

Total impulse sum of the pair.

ContactPoint.normal

Normal of the contact point.

ContactPoint2D.bounciness

The effective bounciness used for the ContactPoint2D.

ContactPoint2D.friction

The effective friction used for the ContactPoint2D.

EdgeCollider2D.edgeRadius

Controls the radius of all edges created by the collider.

GameObject.tag

The tag assigned to the GameObject.

MeshColliderCookingOptions.WeldColocatedVertices

Toggle the removal of equal vertices.

NavMeshAgent.velocity

Access the current velocity of the NavMeshAgent component, or set a velocity to control the agent manually.

NavMeshObstacle.carving

Should this obstacle make a cut-out in the navmesh.

PaintContext.ApplyDelayedActions

Flushes the delayed actions created by PaintContext heightmap and alphamap modifications.

PaintContext.ScatterHeightmap

Applies an edited heightmap PaintContext by copying modifications back to the source Terrain tiles.

PaintContext.ScatterHoles

Applies an edited Terrain holes PaintContext by copying modifications back to the source Terrain tiles.

ParticleSystem.subEmitters

Script interface for the SubEmittersModule of a Particle System.

ParticleSystem.trigger

Script interface for the TriggerModule of a Particle System.

Physics.ComputePenetration

Compute the minimal translation required to separate the given colliders apart at specified poses.

Physics.defaultContactOffset

The default contact offset of the newly created colliders.

Physics.defaultMaxDepenetrationVelocity

The maximum default velocity needed to move a Rigidbody's collider out of another collider's surface penetration. Must be posit...

Physics.Raycast

Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the Scene.

Physics.Simulate

Simulate physics in the Scene.

Physics2D.BoxCast

Casts a box against Colliders in the Scene, returning the first Collider to contact with it.

Physics2D.defaultContactOffset

The default contact offset of the newly created Colliders.

Physics2D.Distance

Calculates the minimum distance between two Colliders.

Physics2D.IsTouching

Checks whether the passed Colliders are in contact or not.

Physics2D.IsTouchingLayers

Checks whether the Collider is touching any Colliders on the specified layerMask or not.

Physics2D.jobOptions

A set of options that control how physics operates when using the job system to multithread the physics simulation.

Physics2D.LinecastAll

Casts a line against Colliders in the Scene.

Physics2D.Raycast

Casts a ray against Colliders in the Scene.

Physics2D.RaycastAll

Casts a ray against Colliders in the Scene, returning all Colliders that contact with it.

PhysicsJobOptions2D

A set of options that control how physics operates when using the job system to multithread the physics simulation.

PhysicsMaterial2D

Asset type that defines the surface properties of a Collider2D.

PhysicsMaterial2D.bounciness

Coefficient of restitution.

PhysicsMaterial2D.friction

Coefficient of friction.

PhysicsMaterialCombine2D

Describes how PhysicsMaterial2D friction and bounciness are combined when two Collider2D come into contact.

PhysicsScene2D.Linecast

Casts a line segment against colliders in the PhysicsScene2D, returning the first intersection only.

PhysicsScene2D.Raycast

Casts a ray against colliders in the PhysicsScene2D, returning the first intersection only.

PhysicsShape2D.adjacentEnd

Defines the position of a virtual point adjacent to the end vertex of an edge shape.

PhysicsShape2D.adjacentStart

Defines the position of a virtual point adjacent to the start vertex of an edge shape.

PhysicsShapeType2D.Edges

Use multiple edges to interpret the PhysicsShape2D geometry.

PhysicsShapeType2D.Polygon

Use a convex polygon shape to interpret the PhysicsShape2D geometry.

PlatformEffector2D.useOneWayGrouping

Ensures that all contacts controlled by the one-way behaviour act the same.

RaycastHit.distance

The distance from the ray's origin to the impact point.

RaycastHit2D.normal

The surface normal of the detected Collider2D.

Rigidbody.excludeLayers

The additional layers that all Colliders attached to this Rigidbody should exclude when deciding if the Collider can come into ...

Rigidbody.includeLayers

The additional layers that all Colliders attached to this Rigidbody should include when deciding if the Collider can come into ...

Rigidbody2D.Cast

All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each Collider position ignoring the C...

Rigidbody2D.Distance

Calculates the minimum distance of this collider against all Collider2D attached to this Rigidbody2D.

Rigidbody2D.excludeLayers

The additional Layers that all Collider2D attached to this Rigidbody2D should exclude when deciding if a contact with another C...

Rigidbody2D.includeLayers

The additional Layers that all Collider2D attached to this Rigidbody2D should include when deciding if a contact with another C...

Rigidbody2D.IsTouching

Checks whether the collider is touching any of the collider(s) attached to this rigidbody or not.

Rigidbody2D.IsTouchingLayers

Checks whether any of the collider(s) attached to this rigidbody are touching any colliders on the specified layerMask or not.

Rigidbody2D.Slide

Slide the Rigidbody2D using the specified velocity integrated over deltaTime using the configuration specified by slideMovement.

Rigidbody2D.SlideMovement.layerMask

A LayerMask that will be used when determining what Collider2D should be detected.

Rigidbody2D.SlideMovement.useLayerMask

Whether the specified Rigidbody2D.SlideMovement.layerMask should be used or not when determining what Collider2D should be dete...

SceneLoadInfo.internalName

Internal name used to load the built Scene from an asset bundle.

SubEmittersModule

Script interface for the SubEmittersModule.

TerrainData.UpdateDirtyRegion

Triggers an update to integrate modifications done to the heightmap outside of unity.

TerrainPaintUtility.EndPaintHeightmap

Helper function to complete a heightmap modification.

TerrainPaintUtility.EndPaintHoles

Helper function to complete a Terrain holes modification.

TriggerModule

Script interface for the TriggerModule.

WheelCollider

A special collider for vehicle wheels.

WheelHit

Contact information for the wheel, reported by WheelCollider.

Caching.IsVersionCached

Checks if an AssetBundle is cached.

Collider.OnTriggerExit

OnTriggerExit is called when the Collider other has stopped touching the trigger.

Collider.OnTriggerStay

OnTriggerStay is called almost all the frames for every Collider other that is touching the trigger. The function is on the phy...

Collider2D.OnTriggerExit2D

Sent when another object leaves a trigger collider attached to this object (2D physics only).

Collider2D.OnTriggerStay2D

Sent each frame where another object is within a trigger collider attached to this object (2D physics only).

ContactFilter2D.useTriggers

Sets to filter contact results based on trigger collider involvement.

ControllerColliderHit.normal

The normal of the surface we collided with in world space.

ForceMode.Impulse

Add an instant force impulse to the rigidbody, using its mass.

ForceMode2D.Impulse

Add an instant force impulse to the rigidbody2D, using its mass.

Hash128

Represents a 128-bit hash value.

Joint.breakForce

The force that needs to be applied for this joint to break.

Joint.breakTorque

The torque that needs to be applied for this joint to break. To be able to break, a joint must be _Locked_ or _Limited_ on the ...

MonoBehaviour.OnParticleSystemStopped

OnParticleSystemStopped is called when all particles in the system have died, and no new particles will be born. New particles ...

MonoBehaviour.OnParticleUpdateJobScheduled

OnParticleUpdateJobScheduled is called when a Particle System's built-in update job has been scheduled.

MonoBehaviour.OnTriggerEnter2D

Sent when another object enters a trigger collider attached to this object (2D physics only).

MonoBehaviour.OnTriggerExit

OnTriggerExit is called when the Collider other has stopped touching the trigger.

MonoBehaviour.OnTriggerExit2D

Sent when another object leaves a trigger collider attached to this object (2D physics only).

MonoBehaviour.OnTriggerStay

OnTriggerStay is called once per physics update for every Collider other that is touching the trigger.

MonoBehaviour.OnTriggerStay2D

Sent once per physics update when another object is within a trigger collider attached to this object (2D physics only).

Physics.OverlapBox

Find all colliders touching or inside of the given box.

Physics.RebuildBroadphaseRegions

Rebuild the broadphase interest regions as well as set the world boundaries.

Physics2D.MaxPolygonShapeVertices

The maximum number of vertices allowed per primitive polygon shape type (PhysicsShapeType2D.Polygon). (Read Only)

Physics2D.OverlapArea

Checks if a Collider falls within a rectangular area.

Physics2D.OverlapBox

Checks if a Collider falls within a box area.

Physics2D.OverlapCapsule

Checks if a Collider falls within a capsule area.

Physics2D.OverlapCircle

Checks if a Collider falls within a circular area.

Physics2D.OverlapPoint

Checks if a Collider overlaps a point in space.

PhysicsScene.Raycast

Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the Scene.

PhysicsVisualizationSettings.showAllContacts

Whether the PhysicsDebugWindow visualizes all contacts.

Rigidbody

Control of an object's position through physics simulation.

Rigidbody.isKinematic

Controls whether physics affects the rigidbody.

Rigidbody2D.linearVelocity

The linear velocity of the Rigidbody2D represents the rate of change over time of the Rigidbody2D position in world-units.

VFXManager.SetCameraBuffer

Use this method to set the buffer of a given type for this Camera. This allows the VFX Manager to use the buffer.


Did you find this page useful? Please give it a rating: