2D 物理システムのグローバル設定とヘルパー関数です。
| AllLayers | すべてのレイヤーを含むレイヤーマスク定数 | 
| angularSleepTolerance | A Rigidbody cannot sleep if its angular velocity is above this tolerance threshold. | 
| autoSyncTransforms | Set whether to automatically sync changes to the Transform component with the physics engine. | 
| baumgarteScale | 重複の解決にかける速度を管理するスケール要素 | 
| baumgarteTOIScale | TOI 重複の解決にかける速度を管理するスケール要素 | 
| bounceThreshold | Any collisions with a relative linear velocity below this threshold will be treated as inelastic so no bounce will occur. | 
| callbacksOnDisable | Use this to control whether or not the appropriate OnCollisionExit2D or OnTriggerExit2D callbacks should be called when a Collider2D is disabled. | 
| defaultContactOffset | The default contact offset of the newly created Colliders. | 
| defaultPhysicsScene | The PhysicsScene2D automatically created when Unity starts. | 
| DefaultRaycastLayers | デフォルトで Raycast に関係するすべてのレイヤーを含むレイヤー定数 | 
| gravity | 重力加速度 | 
| IgnoreRaycastLayer | デフォルトのレイヤーマスク定数である Igonore Raycast | 
| jobOptions | A set of options that control how physics operates when using the job system to multithread the physics simulation. | 
| linearSleepTolerance | この許容値を上回る直線速度がある場合、リジッドボディはスリープしません。 | 
| maxAngularCorrection | 制限を解決する際に使用される最大角位置修正量。行き過ぎ防止に役立ちます。 | 
| maxLinearCorrection | 制限を解決する際に使用される最大直線位置修正量。行き過ぎ防止に役立ちます。 | 
| MaxPolygonShapeVertices | The maximum number of vertices allowed per primitive polygon shape type (PhysicsShapeType2D.Polygon). (Read Only) | 
| maxRotationSpeed | 物理更新毎のリジッドボディの最大角速度。この値を増やし過ぎると数値的な問題の原因になります。 | 
| maxSubStepCount | The maximum number of simulation sub-steps allowed per-frame when simulation sub-stepping is enabled. | 
| maxTranslationSpeed | 物理更新毎のリジッドボディの最大直線速度。この値を増やし過ぎると数値的な問題の原因になります。 | 
| minSubStepFPS | The minimum FPS allowed for a simulation step before sub-stepping will be used. | 
| positionIterations | オブジェクトの位置について考慮する場合の物理ソルバーの反復回数 | 
| queriesHitTriggers | レイキャストでトリガーに設定しているコライダーを検知するか | 
| queriesStartInColliders | Set the raycasts or linecasts that start inside Colliders to detect or not detect those Colliders. | 
| reuseCollisionCallbacks | Determines whether the garbage collector should reuse only a single instance of a Collision2D type for all collision callbacks. | 
| simulationLayers | The Rigidbody2D and Collider2D layers to simulate. | 
| simulationMode | Controls when Unity executes the 2D physics simulation. | 
| timeToSleep | リジッドボディがスリープするまでの秒単位での最低時間 | 
| useSubStepContacts | Whether to calculate contacts for all simulation sub-steps or only the first sub-step. | 
| useSubStepping | Whether to use simulation sub-stepping during a simulation step. | 
| velocityIterations | オブジェクトの速度について考慮する場合の物理ソルバーの反復回数 | 
| BoxCast | Casts a box against Colliders in the Scene, returning the first Collider to contact with it. | 
| BoxCastAll | Casts a box against Colliders in the Scene, returning all Colliders that contact with it. | 
| CapsuleCast | Casts a capsule against Colliders in the Scene, returning the first Collider to contact with it. | 
| CapsuleCastAll | Casts a capsule against Colliders in the Scene, returning all Colliders that contact with it. | 
| CircleCast | Casts a circle against Colliders in the Scene, returning the first Collider to contact with it. | 
| CircleCastAll | Casts a circle against Colliders in the Scene, returning all Colliders that contact with it. | 
| ClosestPoint | Returns a point on the perimeter of the Collider that is closest to the specified position. | 
| Distance | Calculates the minimum distance between two Colliders. | 
| GetContacts | Retrieves all Colliders in contact with the Collider. | 
| GetIgnoreCollision | 衝突判定システムが collider1 と collider2 間のすべての衝突/トリガーを無視するかを確認します。 | 
| GetIgnoreLayerCollision | Checks whether collisions between the specified layers be ignored or not. | 
| GetLayerCollisionMask | 指定したレイヤーに衝突する可能性があるレイヤーを示す衝突のレイヤーマスクを取得します。 | 
| GetRayIntersection | Cast a 3D ray against the 2D Colliders in the Scene. | 
| GetRayIntersectionAll | Cast a 3D ray against the 2D Colliders in the Scene. | 
| GetRayIntersectionNonAlloc | Cast a 3D ray against the 2D Colliders in the Scene. | 
| IgnoreCollision | collider1 と collider2 のペア間の衝突/トリガーを検知するか無視するようにします | 
| IgnoreLayerCollision | 指定されたレイヤーのペア間の衝突を検知するか無視するか選択します | 
| IsTouching | Checks whether the passed Colliders are in contact or not. | 
| IsTouchingLayers | Checks whether the Collider is touching any Colliders on the specified layerMask or not. | 
| Linecast | Casts a line segment against Colliders in the Scene. | 
| LinecastAll | Casts a line against Colliders in the Scene. | 
| OverlapArea | Checks if a Collider falls within a rectangular area. | 
| OverlapAreaAll | Get a list of all Colliders that fall within a rectangular area. | 
| OverlapBox | Checks if a Collider falls within a box area. | 
| OverlapBoxAll | Get a list of all Colliders that fall within a box area. | 
| OverlapCapsule | Checks if a Collider falls within a capsule area. | 
| OverlapCapsuleAll | Get a list of all Colliders that fall within a capsule area. | 
| OverlapCircle | Checks if a Collider falls within a circular area. | 
| OverlapCircleAll | Get a list of all Colliders that fall within a circular area. | 
| OverlapCollider | Gets a list of all Colliders that overlap the given Collider. | 
| OverlapPoint | Checks if a Collider overlaps a point in space. | 
| OverlapPointAll | Get a list of all Colliders that overlap a point in space. | 
| Raycast | Casts a ray against Colliders in the Scene. | 
| RaycastAll | Casts a ray against Colliders in the Scene, returning all Colliders that contact with it. | 
| SetLayerCollisionMask | 指定したレイヤーに衝突する可能性があるレイヤーを示す衝突のレイヤーマスクを設定します。 | 
| Simulate | Simulate physics in the default physics scene. | 
| SyncTransforms | Synchronizes. |