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.
CloseThe Physics2d module implements 2D physics in Unity.
AnchoredJoint2D | Parent class for all joints that have anchor points. |
AreaEffector2D | Applies forces within an area. |
BoxCollider2D | Collider for 2D physics representing an axis-aligned rectangle. |
BuoyancyEffector2D | Applies forces to simulate buoyancy, fluid-flow and fluid drag. |
CapsuleCollider2D | A capsule-shaped primitive collider. |
CircleCollider2D | Collider for 2D physics representing an circle. |
Collider2D | Parent class for collider types used with 2D gameplay. |
Collision2D | Collision details returned by 2D physics callback functions. |
CompositeCollider2D | A Collider that can merge other Colliders together. |
ConstantForce2D | Applies both linear and angular (torque) forces continuously to the rigidbody each physics update. |
CustomCollider2D | Represents a Collider2D that is configured by assigning PhysicsShape2D geometry to it via a PhysicsShapeGroup2D. |
DistanceJoint2D | Joint that keeps two Rigidbody2D objects a fixed distance apart. |
EdgeCollider2D | Collider for 2D physics representing an arbitrary set of connected edges (lines) defined by its vertices. |
Effector2D | A base class for all 2D effectors. |
FixedJoint2D | Connects two Rigidbody2D together at their anchor points using a configurable spring. |
FrictionJoint2D | Applies both force and torque to reduce both the linear and angular velocities to zero. |
HingeJoint2D | Joint that allows a Rigidbody2D object to rotate around a point in space or a point on another object. |
Joint2D | Parent class for joints to connect Rigidbody2D objects. |
Physics2D | Global settings and helpers for 2D physics. |
PhysicsMaterial2D | Asset type that defines the surface properties of a Collider2D. |
PhysicsSceneExtensions2D | Scene extensions to access the underlying physics scene. |
PhysicsShapeGroup2D | Represents a group of PhysicsShape2D and their geometry. |
PhysicsUpdateBehaviour2D | A base type for 2D physics components that required a callback during FixedUpdate. |
PlatformEffector2D | Applies "platform" behaviour such as one-way collisions etc. |
PointEffector2D | Applies forces to attract/repulse against a point. |
PolygonCollider2D | Collider for 2D physics representing an arbitrary polygon defined by its vertices. |
RelativeJoint2D | Keeps two Rigidbody2D at their relative orientations. |
Rigidbody2D | Provides physics movement and other dynamics, and the ability to attach Collider2D to it. |
SliderJoint2D | Joint that restricts the motion of a Rigidbody2D object to a single line. |
SpringJoint2D | Joint that attempts to keep two Rigidbody2D objects a set distance apart by applying a force between them. |
SurfaceEffector2D | Applies tangent forces along the surfaces of colliders. |
TargetJoint2D | The joint attempts to move a Rigidbody2D to a specific target position. |
WheelJoint2D | The wheel joint allows the simulation of wheels by providing a constraining suspension motion with an optional motor. |
ColliderDistance2D | Represents the separation or overlap of two Collider2D. |
ContactFilter2D | A set of parameters for filtering contact results. Define the angle by referring to their position in world space, where 0 degrees is parallel to the positive x-axis, 90 degrees is parallel to the positive y-axis, 180 degrees is parallel to the negative x-axis, and 270 degrees is parallel to the negative y-axis. |
ContactPoint2D | Details about a specific point of contact involved in a 2D physics collision. |
JointAngleLimits2D | Angular limits on the rotation of a Rigidbody2D object around a HingeJoint2D. |
JointMotor2D | Parameters for the optional motor force applied to a Joint2D. |
JointSuspension2D | Joint suspension is used to define how suspension works on a WheelJoint2D. |
JointTranslationLimits2D | Motion limits of a Rigidbody2D object along a SliderJoint2D. |
PhysicsJobOptions2D | A set of options that control how physics operates when using the job system to multithread the physics simulation. |
PhysicsScene2D | Represents a single instance of a 2D physics Scene. |
PhysicsShape2D | Represents an efficient low-level physics shape used by the physics engine. |
RaycastHit2D | Returns information about 2D Colliders detected by a 2D physics query in the scene. |
CapsuleDirection2D | The direction that the capsule sides can extend. |
ColliderErrorState2D | Indicates what (if any) error was encountered when creating a 2D Collider. |
CollisionDetectionMode2D | Controls how collisions are detected when a Rigidbody2D moves. |
EffectorForceMode2D | The mode used to apply Effector2D forces. |
EffectorSelection2D | Selects the source and/or target to be used by an Effector2D. |
ForceMode2D | Option for how to apply a force using Rigidbody2D.AddForce. |
JointBreakAction2D | Options for selecting which action to take when a Joint2D breaks. |
JointLimitState2D | Represents the state of a joint limit. |
PhysicsMaterialCombine2D | Describes how PhysicsMaterial2D friction and bounciness are combined when two Collider2D come into contact. |
PhysicsShapeType2D | Options for indicate which primitive shape type is used to interpret geometry contained within a PhysicsShape2D object. |
RigidbodyConstraints2D | Use these flags to constrain motion of the Rigidbody2D. |
RigidbodyInterpolation2D | Interpolation mode for Rigidbody2D objects. |
RigidbodySleepMode2D | Settings for a Rigidbody2D's initial sleep state. |
RigidbodyType2D | The physical behaviour type of the Rigidbody2D. |
SimulationMode2D | A selection of modes that control when Unity executes the 2D physics simulation. |
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.