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. |
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