Version: 2017.1

Physics

class in UnityEngine

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설명

Global physics properties and helper methods.

정적 변수

AllLayersLayer mask constant to select all layers.
autoSimulationSets whether the physics should be simulated automatically or not.
bounceThresholdTwo colliding objects with a relative velocity below this will not bounce (default 2). Must be positive.
defaultContactOffsetThe default contact offset of the newly created colliders.
DefaultRaycastLayersLayer mask constant to select default raycast layers.
defaultSolverIterationsThe defaultSolverIterations determines how accurately Rigidbody joints and collision contacts are resolved. (default 6). Must be positive.
defaultSolverVelocityIterationsThe defaultSolverVelocityIterations affects how accurately the Rigidbody joints and collision contacts are resolved. (default 1). Must be positive.
gravityThe gravity applied to all rigid bodies in the scene.
IgnoreRaycastLayerLayer mask constant to select ignore raycast layer.
queriesHitBackfacesWhether physics queries should hit back-face triangles.
queriesHitTriggersSpecifies whether queries (raycasts, spherecasts, overlap tests, etc.) hit Triggers by default.
sleepThresholdThe mass-normalized energy threshold, below which objects start going to sleep.

정적 함수

BoxCastCasts the box along a ray and returns detailed information on what was hit.
BoxCastAllLike Physics.BoxCast, but returns all hits.
BoxCastNonAllocCast the box along the direction, and store hits in the provided buffer.
CapsuleCastCasts a capsule against all colliders in the scene and returns detailed information on what was hit.
CapsuleCastAllLike Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects.
CapsuleCastNonAllocCasts a capsule against all colliders in the scene and returns detailed information on what was hit into the buffer.
CheckBoxCheck whether the given box overlaps with other colliders or not.
CheckCapsuleChecks if any colliders overlap a capsule-shaped volume in world space.
CheckSphereReturns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates.
ClosestPointReturns a point on the given collider that is closest to the specified location.
ComputePenetrationCompute the minimal translation required to separate the given colliders apart at specified poses.
GetIgnoreLayerCollisionAre collisions between layer1 and layer2 being ignored?
IgnoreCollisionMakes the collision detection system ignore all collisions between collider1 and collider2.
IgnoreLayerCollisionMakes 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.
LinecastReturns true if there is any collider intersecting the line between start and end.
OverlapBoxFind all colliders touching or inside of the given box.
OverlapBoxNonAllocFind all colliders touching or inside of the given box, and store them into the buffer.
OverlapCapsuleCheck the given capsule against the physics world and return all overlapping colliders.
OverlapCapsuleNonAllocCheck the given capsule against the physics world and return all overlapping colliders in the user-provided buffer.
OverlapSphereReturns an array with all colliders touching or inside the sphere.
OverlapSphereNonAllocComputes and stores colliders touching or inside the sphere into the provided buffer.
RaycastCasts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the scene.
RaycastAllCasts a ray through the scene and returns all hits. Note that order is not guaranteed.
RaycastNonAllocCast a ray through the scene and store the hits into the buffer.
SimulateSimulate physics in the scene.
SphereCastCasts a sphere along a ray and returns detailed information on what was hit.
SphereCastAllLike Physics.SphereCast, but this function will return all hits the sphere sweep intersects.
SphereCastNonAllocCast sphere along the direction and store the results into buffer.