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    Interface ICollider

    Inherited Members
    ICollidable.CalculateAabb()
    ICollidable.CalculateAabb(RigidTransform)
    ICollidable.CastRay(RaycastInput)
    ICollidable.CastRay(RaycastInput, RaycastHit)
    ICollidable.CastRay(RaycastInput, NativeList<RaycastHit>)
    ICollidable.CastRay<T>(RaycastInput, T)
    ICollidable.CastCollider(ColliderCastInput)
    ICollidable.CastCollider(ColliderCastInput, ColliderCastHit)
    ICollidable.CastCollider(ColliderCastInput, NativeList<ColliderCastHit>)
    ICollidable.CastCollider<T>(ColliderCastInput, T)
    ICollidable.CalculateDistance(PointDistanceInput)
    ICollidable.CalculateDistance(PointDistanceInput, DistanceHit)
    ICollidable.CalculateDistance(PointDistanceInput, NativeList<DistanceHit>)
    ICollidable.CalculateDistance<T>(PointDistanceInput, T)
    ICollidable.CalculateDistance(ColliderDistanceInput)
    ICollidable.CalculateDistance(ColliderDistanceInput, DistanceHit)
    ICollidable.CalculateDistance(ColliderDistanceInput, NativeList<DistanceHit>)
    ICollidable.CalculateDistance<T>(ColliderDistanceInput, T)
    ICollidable.CheckSphere(float3, Single, CollisionFilter, QueryInteraction)
    ICollidable.OverlapSphere(float3, Single, NativeList<DistanceHit>, CollisionFilter, QueryInteraction)
    ICollidable.OverlapSphereCustom<T>(float3, Single, T, CollisionFilter, QueryInteraction)
    ICollidable.CheckCapsule(float3, float3, Single, CollisionFilter, QueryInteraction)
    ICollidable.OverlapCapsule(float3, float3, Single, NativeList<DistanceHit>, CollisionFilter, QueryInteraction)
    ICollidable.OverlapCapsuleCustom<T>(float3, float3, Single, T, CollisionFilter, QueryInteraction)
    ICollidable.CheckBox(float3, quaternion, float3, CollisionFilter, QueryInteraction)
    ICollidable.OverlapBox(float3, quaternion, float3, NativeList<DistanceHit>, CollisionFilter, QueryInteraction)
    ICollidable.OverlapBoxCustom<T>(float3, quaternion, float3, T, CollisionFilter, QueryInteraction)
    ICollidable.SphereCast(float3, Single, float3, Single, CollisionFilter, QueryInteraction)
    ICollidable.SphereCast(float3, Single, float3, Single, ColliderCastHit, CollisionFilter, QueryInteraction)
    ICollidable.SphereCastAll(float3, Single, float3, Single, NativeList<ColliderCastHit>, CollisionFilter, QueryInteraction)
    ICollidable.SphereCastCustom<T>(float3, Single, float3, Single, T, CollisionFilter, QueryInteraction)
    ICollidable.BoxCast(float3, quaternion, float3, float3, Single, CollisionFilter, QueryInteraction)
    ICollidable.BoxCast(float3, quaternion, float3, float3, Single, ColliderCastHit, CollisionFilter, QueryInteraction)
    ICollidable.BoxCastAll(float3, quaternion, float3, float3, Single, NativeList<ColliderCastHit>, CollisionFilter, QueryInteraction)
    ICollidable.BoxCastCustom<T>(float3, quaternion, float3, float3, Single, T, CollisionFilter, QueryInteraction)
    ICollidable.CapsuleCast(float3, float3, Single, float3, Single, CollisionFilter, QueryInteraction)
    ICollidable.CapsuleCast(float3, float3, Single, float3, Single, ColliderCastHit, CollisionFilter, QueryInteraction)
    ICollidable.CapsuleCastAll(float3, float3, Single, float3, Single, NativeList<ColliderCastHit>, CollisionFilter, QueryInteraction)
    ICollidable.CapsuleCastCustom<T>(float3, float3, Single, float3, Single, T, CollisionFilter, QueryInteraction)
    Namespace: Unity.Physics
    Syntax
    public interface ICollider : ICollidable

    Properties

    CollisionType

    Declaration
    CollisionType CollisionType { get; }
    Property Value
    Type Description
    CollisionType

    Filter

    Declaration
    CollisionFilter Filter { get; set; }
    Property Value
    Type Description
    CollisionFilter

    MassProperties

    Declaration
    MassProperties MassProperties { get; }
    Property Value
    Type Description
    MassProperties

    MemorySize

    Declaration
    int MemorySize { get; }
    Property Value
    Type Description
    Int32

    Type

    Declaration
    ColliderType Type { get; }
    Property Value
    Type Description
    ColliderType
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