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. |
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. |
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. |
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 | 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. |
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. |