class in UnityEngine
/
Implemented in:UnityEngine.PhysicsModule
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
CloseFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
CloseGlobal physics properties and helper methods.
AllLayers | Layer mask constant to select all layers. |
autoSyncTransforms | Whether or not to automatically sync transform changes with the physics system whenever a Transform component changes. |
bounceThreshold | Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive. |
clothGravity | Cloth Gravity setting. Set gravity for all cloth components. |
defaultContactOffset | The default contact offset of the newly created colliders. |
defaultMaxAngularSpeed | Default maximum angular speed of the dynamic Rigidbody, in radians (default 50). |
defaultMaxDepenetrationVelocity | The maximum default velocity needed to move a Rigidbody's collider out of another collider's surface penetration. Must be positive. |
defaultPhysicsScene | The PhysicsScene automatically created when Unity starts. |
DefaultRaycastLayers | Layer mask constant to select default raycast layers. |
defaultSolverIterations | The defaultSolverIterations determines how accurately Rigidbody joints and collision contacts are resolved. (default 6). Must be positive. |
defaultSolverVelocityIterations | The defaultSolverVelocityIterations affects how accurately the Rigidbody joints and collision contacts are resolved. (default 1). Must be positive. |
gravity | The gravity applied to all rigid bodies in the Scene. |
IgnoreRaycastLayer | Layer mask constant to select ignore raycast layer. |
improvedPatchFriction | Enables an improved patch friction mode that guarantees static and dynamic friction do not exceed analytical results. |
interCollisionDistance | Sets the minimum separation distance for cloth inter-collision. |
interCollisionStiffness | Sets the cloth inter-collision stiffness. |
invokeCollisionCallbacks | Whether or not MonoBehaviour collision messages will be sent by the physics system. |
queriesHitBackfaces | Whether physics queries should hit back-face triangles. |
queriesHitTriggers | Specifies whether queries (raycasts, spherecasts, overlap tests, etc.) hit Triggers by default. |
reuseCollisionCallbacks | Determines whether the garbage collector should reuse only a single instance of a Collision type for all collision callbacks. |
simulationMode | Controls when Unity executes the physics simulation. |
sleepThreshold | The mass-normalized energy threshold, below which objects start going to sleep. |
BakeMesh | Prepares the mesh for use with a MeshCollider and uses default cooking options. |
BoxCast | Casts the box along a ray and returns detailed information on what was hit. |
BoxCastAll | Like Physics.BoxCast, but returns all hits. |
BoxCastNonAlloc | Cast the box along the direction, and store hits in the provided buffer. |
CapsuleCast | Casts a capsule against all colliders in the Scene and returns detailed information on what was hit. |
CapsuleCastAll | Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects. |
CapsuleCastNonAlloc | Casts a capsule against all colliders in the Scene and returns detailed information on what was hit into the buffer. |
CheckBox | Check whether the given box overlaps with other colliders or not. |
CheckCapsule | Checks if any colliders overlap a capsule-shaped volume in world space. |
CheckSphere | Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates. |
ClosestPoint | Returns a point on the given collider that is closest to the specified location. |
ComputePenetration | Compute the minimal translation required to separate the given colliders apart at specified poses. |
GetIgnoreCollision | Checks whether the collision detection system will ignore all collisions/triggers between collider1 and collider2 or not. |
GetIgnoreLayerCollision | Are collisions between layer1 and layer2 being ignored? |
IgnoreCollision | Makes the collision detection system ignore all collisions between collider1 and collider2. |
IgnoreLayerCollision | Makes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2.Note that IgnoreLayerCollision will reset the trigger state of affected colliders, so you might receive OnTriggerExit and OnTriggerEnter messages in response to calling this. |
Linecast | Returns true if there is any collider intersecting the line between start and end. |
OverlapBox | Find all colliders touching or inside of the given box. |
OverlapBoxNonAlloc | Find all colliders touching or inside of the given box, and store them into the buffer. |
OverlapCapsule | Check the given capsule against the physics world and return all overlapping colliders. |
OverlapCapsuleNonAlloc | Check the given capsule against the physics world and return all overlapping colliders in the user-provided buffer. |
OverlapSphere | Computes and stores colliders touching or inside the sphere. |
OverlapSphereNonAlloc | Computes and stores colliders touching or inside the sphere into the provided buffer. |
Raycast | Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the Scene. |
RaycastAll | Casts a ray through the Scene and returns all hits. Note that order of the results is undefined. |
RaycastNonAlloc | Cast a ray through the Scene and store the hits into the buffer. |
Simulate | Simulate physics in the Scene. |
SphereCast | Casts a sphere along a ray and returns detailed information on what was hit. |
SphereCastAll | Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. |
SphereCastNonAlloc | Cast sphere along the direction and store the results into buffer. |
SyncTransforms | Apply Transform changes to the physics engine. |
ContactEvent | Subscribe to this event to read all collisions that occurred during the physics simulation step. |
ContactModifyEvent | Subscribe to this event to be able to customize the collision response for contact pairs. |
ContactModifyEventCCD | Subscribe to this event to be able to customize the collision response of CCD generated contact pairs. |
ContactEventDelegate |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.
When you visit any website, it may store or retrieve information on your browser, mostly in the form of cookies. This information might be about you, your preferences or your device and is mostly used to make the site work as you expect it to. The information does not usually directly identify you, but it can give you a more personalized web experience. Because we respect your right to privacy, you can choose not to allow some types of cookies. Click on the different category headings to find out more and change our default settings. However, blocking some types of cookies may impact your experience of the site and the services we are able to offer.
More information
These cookies enable the website to provide enhanced functionality and personalisation. They may be set by us or by third party providers whose services we have added to our pages. If you do not allow these cookies then some or all of these services may not function properly.
These cookies allow us to count visits and traffic sources so we can measure and improve the performance of our site. They help us to know which pages are the most and least popular and see how visitors move around the site. All information these cookies collect is aggregated and therefore anonymous. If you do not allow these cookies we will not know when you have visited our site, and will not be able to monitor its performance.
These cookies may be set through our site by our advertising partners. They may be used by those companies to build a profile of your interests and show you relevant adverts on other sites. They do not store directly personal information, but are based on uniquely identifying your browser and internet device. If you do not allow these cookies, you will experience less targeted advertising. Some 3rd party video providers do not allow video views without targeting cookies. If you are experiencing difficulty viewing a video, you will need to set your cookie preferences for targeting to yes if you wish to view videos from these providers. Unity does not control this.
These cookies are necessary for the website to function and cannot be switched off in our systems. They are usually only set in response to actions made by you which amount to a request for services, such as setting your privacy preferences, logging in or filling in forms. You can set your browser to block or alert you about these cookies, but some parts of the site will not then work. These cookies do not store any personally identifiable information.