Global settings and helpers for 2D physics.
| AllLayers | Маска слоя, которая включает в себя все слои. | 
| alwaysShowColliders | Should the collider gizmos always be shown even when they are not selected? | 
| angularSleepTolerance | A rigid-body cannot sleep if its angular velocity is above this tolerance. | 
| autoSimulation | Sets whether the physics should be simulated automatically or not. | 
| autoSyncTransforms | Whether or not to automatically sync transform changes with the physics system whenever a Transform component changes. | 
| 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 | Sets 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. | 
| 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. | 
| 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 | Sets the raycasts or linecasts that start inside Colliders to detect or not detect those Colliders. | 
| 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? | 
| 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 | Пускает луч в виде box против коллайдеров в сцене, возвращая все коллайдеры, которые контактируют с ним. | 
| BoxCastNonAlloc | Casts a box into the scene, returning colliders that contact with it into the provided results array. | 
| 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. | 
| 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. | 
| 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. | 
| 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. | 
| 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. | 
| 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. | 
| 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. | 
| 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. | 
| OverlapCollider | Get a list of all colliders that overlap 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. | 
| 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. | 
| 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. |