Global settings and helpers for 2D physics.
| AllLayers | Layer mask constant that includes all layers. |
| alwaysShowColliders | Enable to always show the Collider Gizmos even when they are not selected. |
| 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 | The scale factor that controls how fast overlaps are resolved. |
| baumgarteTOIScale | The scale factor that controls how fast TOI overlaps are resolved. |
| callbacksOnDisable | Use this to control whether or not the appropriate OnCollisionExit2D or OnTriggerExit2D callbacks should be called when a Collider2D is disabled. |
| colliderAABBColor | Set the color used by the Gizmos to show all Collider axis-aligned bounding boxes (AABBs). |
| colliderAsleepColor | The color used by the Gizmos to show all asleep Colliders (Collider is asleep when the body is asleep). |
| colliderAwakeColor | The color used by the Gizmos to show all awake Colliders (Collider is awake when the body is awake). |
| colliderContactColor | The color used by the Gizmos to show all Collider contacts. |
| contactArrowScale | The scale of the contact arrow used by the Collider Gizmos. |
| defaultContactOffset | The default contact offset of the newly created Colliders. |
| defaultPhysicsScene | The PhysicsScene2D automatically created when Unity starts. |
| DefaultRaycastLayers | Layer mask constant that includes all layers participating in raycasts by default. |
| gravity | Acceleration due to gravity. |
| IgnoreRaycastLayer | Layer mask constant for the default layer that ignores raycasts. |
| jobOptions | A set of options that control how physics operates when using the job system to multithread the physics simulation. |
| linearSleepTolerance | A rigid-body cannot sleep if its linear velocity is above this tolerance. |
| maxAngularCorrection | The maximum angular position correction used when solving constraints. This helps to prevent overshoot. |
| maxLinearCorrection | The maximum linear position correction used when solving constraints. This helps to prevent overshoot. |
| MaxPolygonShapeVertices | The maximum number of vertices allowed per primitive polygon shape type (PhysicsShapeType2D.Polygon). (Read Only) |
| maxRotationSpeed | The maximum angular speed of a rigid-body per physics update. Increasing this can cause numerical problems. |
| maxTranslationSpeed | The maximum linear speed of a rigid-body per physics update. Increasing this can cause numerical problems. |
| positionIterations | The number of iterations of the physics solver when considering objects' positions. |
| queriesHitTriggers | Do raycasts detect Colliders configured as triggers? |
| 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. |
| showColliderAABB | Should the Collider Gizmos show the AABBs for each Collider? |
| showColliderContacts | Should the Collider Gizmos show current contacts for each Collider? |
| showColliderSleep | Should the Collider Gizmos show the sleep-state for each Collider? |
| simulationMode | Controls when Unity executes the 2D physics simulation. |
| timeToSleep | The time in seconds that a rigid-body must be still before it will go to sleep. |
| velocityIterations | The number of iterations of the physics solver when considering objects' velocities. |
| velocityThreshold | Any collisions with a relative linear velocity below this threshold will be treated as inelastic. |
| 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. |
| BoxCastNonAlloc | Casts a box into the Scene, returning Colliders that contact with it into the provided results array. Note: This method will be deprecated in a future build and it is recommended to use BoxCast instead. |
| 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. |
| CapsuleCastNonAlloc | Casts a capsule into the Scene, returning Colliders that contact with it into the provided results array. Note: This method will be deprecated in a future build and it is recommended to use CapsuleCast instead. |
| 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. |
| CircleCastNonAlloc | Casts a circle into the Scene, returning Colliders that contact with it into the provided results array. Note: This method will be deprecated in a future build and it is recommended to use CircleCast instead. |
| 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 | Checks whether the collision detection system will ignore all collisions/triggers between collider1 and collider2 or not. |
| GetIgnoreLayerCollision | Checks whether collisions between the specified layers be ignored or not. |
| GetLayerCollisionMask | Get the collision layer mask that indicates which layer(s) the specified layer can collide with. |
| GetRayIntersection | Cast a 3D ray against the Colliders in the Scene returning the first Collider along the ray. |
| GetRayIntersectionAll | Cast a 3D ray against the Colliders in the Scene returning all the Colliders along the ray. |
| GetRayIntersectionNonAlloc | Cast a 3D ray against the Colliders in the Scene returning the Colliders along the ray. Note: This method will be deprecated in a future build and it is recommended to use GetRayIntersection instead. |
| IgnoreCollision | Makes the collision detection system ignore all collisions/triggers between collider1 and collider2. |
| IgnoreLayerCollision | Choose whether to detect or ignore collisions between a specified pair of layers. |
| 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. |
| LinecastNonAlloc | Casts a line against Colliders in the Scene. Note: This method will be deprecated in a future build and it is recommended to use Linecast instead. |
| OverlapArea | Checks if a Collider falls within a rectangular area. |
| OverlapAreaAll | Get a list of all Colliders that fall within a rectangular area. |
| OverlapAreaNonAlloc | Get a list of all Colliders that fall within a specified area. Note: This method will be deprecated in a future build and it is recommended to use OverlapArea instead. |
| OverlapBox | Checks if a Collider falls within a box area. |
| OverlapBoxAll | Get a list of all Colliders that fall within a box area. |
| OverlapBoxNonAlloc | Get a list of all Colliders that fall within a box area. Note: This method will be deprecated in a future build and it is recommended to use OverlapBox instead. |
| OverlapCapsule | Checks if a Collider falls within a capsule area. |
| OverlapCapsuleAll | Get a list of all Colliders that fall within a capsule area. |
| OverlapCapsuleNonAlloc | Get a list of all Colliders that fall within a capsule area. Note: This method will be deprecated in a future build and it is recommended to use OverlapCapsule instead. |
| OverlapCircle | Checks if a Collider falls within a circular area. |
| OverlapCircleAll | Get a list of all Colliders that fall within a circular area. |
| OverlapCircleNonAlloc | Get a list of all Colliders that fall within a circular area. Note: This method will be deprecated in a future build and it is recommended to use OverlapCircle instead. |
| 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. |
| OverlapPointNonAlloc | Get a list of all Colliders that overlap a point in space. Note: This method will be deprecated in a future build and it is recommended to use OverlapPoint instead. |
| 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. |
| RaycastNonAlloc | Casts a ray into the Scene. Note: This method will be deprecated in a future build and it is recommended to use Raycast instead. |
| SetLayerCollisionMask | Set the collision layer mask that indicates which layer(s) the specified layer can collide with. |
| Simulate | Simulate physics in the Scene. |
| SyncTransforms | Synchronizes. |