Global settings and helpers for 2D physics.
| AllLayers | Layer mask constant that includes all layers. | 
| 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. | 
| 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. | 
| 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. |