Global physics properties and helper methods.
AllLayers | Layer mask constant to select all layers. |
bounceThreshold | Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive. |
defaultContactOffset | The default contact offset of the newly created colliders. |
DefaultRaycastLayers | Layer mask constant to select default raycast layers. |
defaultSolverIterations | The defaultSolverIterations determines how accurately Rigidbody joints and collision contacts are resolved. (default 6). Must be positive. |
defaultSolverVelocityIterations | The defaultSolverVelocityIterations affects how accurately the Rigidbody joints and collision contacts are resolved. (default 1). Must be positive. |
gravity | The gravity applied to all rigid bodies in the scene. |
IgnoreRaycastLayer | Layer mask constant to select ignore raycast layer. |
queriesHitBackfaces | Whether physics queries should hit back-face triangles. |
queriesHitTriggers | Specifies whether queries (raycasts, spherecasts, overlap tests, etc.) hit Triggers by default. |
sleepThreshold | The mass-normalized energy threshold, below which objects start going to sleep. |
BoxCast | Casts the box along a ray and returns detailed information on what was hit. |
BoxCastAll | Like Physics.BoxCast, but returns all hits. |
BoxCastNonAlloc | Cast the box along the direction, and store hits in the provided buffer. |
CapsuleCast | Casts a capsule against all colliders in the scene and returns detailed information on what was hit. |
CapsuleCastAll | Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects. |
CapsuleCastNonAlloc | Casts a capsule against all colliders in the scene and returns detailed information on what was hit into the buffer. |
CheckBox | Check whether the given box overlaps with other colliders or not. |
CheckCapsule | Checks if any colliders overlap a capsule-shaped volume in world space. |
CheckSphere | Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates. |
ClosestPoint | Returns a point on the given collider that is closest to the specified location. |
ComputePenetration | Compute the minimal translation required to separate the given colliders apart at specified poses. |
GetIgnoreLayerCollision | Are collisions between layer1 and layer2 being ignored? |
IgnoreCollision | Makes the collision detection system ignore all collisions between collider1 and collider2. |
IgnoreLayerCollision | Makes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2.Note that IgnoreLayerCollision will reset the trigger state of affected colliders, so you might receive OnTriggerExit and OnTriggerEnter messages in response to calling this. |
Linecast | Returns true if there is any collider intersecting the line between start and end. |
OverlapBox | Find all colliders touching or inside of the given box. |
OverlapBoxNonAlloc | Find all colliders touching or inside of the given box, and store them into the buffer. |
OverlapCapsule | Check the given capsule against the physics world and return all overlapping colliders. |
OverlapCapsuleNonAlloc | Check the given capsule against the physics world and return all overlapping colliders in the user-provided buffer. |
OverlapSphere | Returns an array with all colliders touching or inside the sphere. |
OverlapSphereNonAlloc | Computes and stores colliders touching or inside the sphere into the provided buffer. |
Raycast | Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the scene. |
RaycastAll | Casts a ray through the scene and returns all hits. Note that order is not guaranteed. |
RaycastNonAlloc | Cast a ray through the scene and store the hits into the buffer. |
SphereCast | Casts a sphere along a ray and returns detailed information on what was hit. |
SphereCastAll | Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. |
SphereCastNonAlloc | Cast sphere along the direction and store the results into buffer. |