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UnityEnginePhysics

API reference for UnityEnginePhysics.

Properties

PropertyTypeAccess
AllLayersintget
bounceThresholdfloatget, set
defaultMaxAngularSpeedfloatget, set
defaultPhysicsSceneUnityEnginePhysicsSceneget
DefaultRaycastLayersintget
gravityVector3get, set
IgnoreRaycastLayerintget

Methods

BakeMesh

static BakeMesh(meshID: int, convex: bool, cookingOptions: UnityEngineMeshColliderCookingOptions) -> void
static BakeMesh(meshID: int, convex: bool) -> void

BoxCast

static BoxCast(center: Vector3, halfExtents: Vector3, direction: Vector3, orientation: Quaternion, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> bool
static BoxCast(center: Vector3, halfExtents: Vector3, direction: Vector3, orientation: Quaternion, maxDistance: float, layerMask: int) -> bool
static BoxCast(center: Vector3, halfExtents: Vector3, direction: Vector3, orientation: Quaternion, maxDistance: float) -> bool
static BoxCast(center: Vector3, halfExtents: Vector3, direction: Vector3, orientation: Quaternion) -> bool
static BoxCast(center: Vector3, halfExtents: Vector3, direction: Vector3, hitInfo: UnityEngineRaycastHit, orientation: Quaternion, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> bool
static BoxCast(center: Vector3, halfExtents: Vector3, direction: Vector3, hitInfo: UnityEngineRaycastHit, orientation: Quaternion, maxDistance: float, layerMask: int) -> bool
static BoxCast(center: Vector3, halfExtents: Vector3, direction: Vector3, hitInfo: UnityEngineRaycastHit, orientation: Quaternion, maxDistance: float) -> bool
static BoxCast(center: Vector3, halfExtents: Vector3, direction: Vector3, hitInfo: UnityEngineRaycastHit, orientation: Quaternion) -> bool
static BoxCast(center: Vector3, halfExtents: Vector3, direction: Vector3, hitInfo: UnityEngineRaycastHit) -> bool
static BoxCast(center: Vector3, halfExtents: Vector3, direction: Vector3) -> bool

BoxCastAll

static BoxCastAll(center: Vector3, halfExtents: Vector3, direction: Vector3, orientation: Quaternion, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> UnityEngineRaycastHit[]
static BoxCastAll(center: Vector3, halfExtents: Vector3, direction: Vector3, orientation: Quaternion, maxDistance: float, layerMask: int) -> UnityEngineRaycastHit[]
static BoxCastAll(center: Vector3, halfExtents: Vector3, direction: Vector3, orientation: Quaternion, maxDistance: float) -> UnityEngineRaycastHit[]
static BoxCastAll(center: Vector3, halfExtents: Vector3, direction: Vector3, orientation: Quaternion) -> UnityEngineRaycastHit[]
static BoxCastAll(center: Vector3, halfExtents: Vector3, direction: Vector3) -> UnityEngineRaycastHit[]

BoxCastNonAlloc

static BoxCastNonAlloc(center: Vector3, halfExtents: Vector3, direction: Vector3, results: UnityEngineRaycastHit[], orientation: Quaternion, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> int
static BoxCastNonAlloc(center: Vector3, halfExtents: Vector3, direction: Vector3, results: UnityEngineRaycastHit[], orientation: Quaternion, maxDistance: float, layerMask: int) -> int
static BoxCastNonAlloc(center: Vector3, halfExtents: Vector3, direction: Vector3, results: UnityEngineRaycastHit[], orientation: Quaternion, maxDistance: float) -> int
static BoxCastNonAlloc(center: Vector3, halfExtents: Vector3, direction: Vector3, results: UnityEngineRaycastHit[], orientation: Quaternion) -> int
static BoxCastNonAlloc(center: Vector3, halfExtents: Vector3, direction: Vector3, results: UnityEngineRaycastHit[]) -> int

CapsuleCast

static CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> bool
static CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, maxDistance: float, layerMask: int) -> bool
static CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, maxDistance: float) -> bool
static CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, hitInfo: UnityEngineRaycastHit, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> bool
static CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, hitInfo: UnityEngineRaycastHit, maxDistance: float, layerMask: int) -> bool
static CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, hitInfo: UnityEngineRaycastHit, maxDistance: float) -> bool
static CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, hitInfo: UnityEngineRaycastHit) -> bool
static CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3) -> bool

CapsuleCastAll

static CapsuleCastAll(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> UnityEngineRaycastHit[]
static CapsuleCastAll(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, maxDistance: float, layerMask: int) -> UnityEngineRaycastHit[]
static CapsuleCastAll(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, maxDistance: float) -> UnityEngineRaycastHit[]
static CapsuleCastAll(point1: Vector3, point2: Vector3, radius: float, direction: Vector3) -> UnityEngineRaycastHit[]

CapsuleCastNonAlloc

static CapsuleCastNonAlloc(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, results: UnityEngineRaycastHit[], maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> int
static CapsuleCastNonAlloc(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, results: UnityEngineRaycastHit[], maxDistance: float, layerMask: int) -> int
static CapsuleCastNonAlloc(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, results: UnityEngineRaycastHit[], maxDistance: float) -> int
static CapsuleCastNonAlloc(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, results: UnityEngineRaycastHit[]) -> int

CheckBox

static CheckBox(center: Vector3, halfExtents: Vector3, orientation: Quaternion, layermask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> bool
static CheckBox(center: Vector3, halfExtents: Vector3, orientation: Quaternion, layerMask: int) -> bool
static CheckBox(center: Vector3, halfExtents: Vector3, orientation: Quaternion) -> bool
static CheckBox(center: Vector3, halfExtents: Vector3) -> bool

CheckCapsule

static CheckCapsule(start: Vector3, end: Vector3, radius: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> bool
static CheckCapsule(start: Vector3, end: Vector3, radius: float, layerMask: int) -> bool
static CheckCapsule(start: Vector3, end: Vector3, radius: float) -> bool

CheckSphere

static CheckSphere(position: Vector3, radius: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> bool
static CheckSphere(position: Vector3, radius: float, layerMask: int) -> bool
static CheckSphere(position: Vector3, radius: float) -> bool

ClosestPoint

static ClosestPoint(point: Vector3, collider: Collider, position: Vector3, rotation: Quaternion) -> Vector3

ComputePenetration

static ComputePenetration(colliderA: Collider, positionA: Vector3, rotationA: Quaternion, colliderB: Collider, positionB: Vector3, rotationB: Quaternion, direction: Vector3, distance: float) -> bool

Equals

Equals(obj: object) -> bool

GetHashCode

GetHashCode() -> int

GetIgnoreCollision

static GetIgnoreCollision(collider1: Collider, collider2: Collider) -> bool

GetIgnoreLayerCollision

static GetIgnoreLayerCollision(layer1: int, layer2: int) -> bool

GetType

GetType() -> SystemType

IgnoreCollision

static IgnoreCollision(collider1: Collider, collider2: Collider, ignore: bool) -> void
static IgnoreCollision(collider1: Collider, collider2: Collider) -> void

Linecast

static Linecast(start: Vector3, end: Vector3, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> bool
static Linecast(start: Vector3, end: Vector3, layerMask: int) -> bool
static Linecast(start: Vector3, end: Vector3, hitInfo: UnityEngineRaycastHit, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> bool
static Linecast(start: Vector3, end: Vector3, hitInfo: UnityEngineRaycastHit, layerMask: int) -> bool
static Linecast(start: Vector3, end: Vector3, hitInfo: UnityEngineRaycastHit) -> bool
static Linecast(start: Vector3, end: Vector3) -> bool

OverlapBox

static OverlapBox(center: Vector3, halfExtents: Vector3, orientation: Quaternion, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> Collider[]
static OverlapBox(center: Vector3, halfExtents: Vector3, orientation: Quaternion, layerMask: int) -> Collider[]
static OverlapBox(center: Vector3, halfExtents: Vector3, orientation: Quaternion) -> Collider[]
static OverlapBox(center: Vector3, halfExtents: Vector3) -> Collider[]

OverlapBoxNonAlloc

static OverlapBoxNonAlloc(center: Vector3, halfExtents: Vector3, results: Collider[], orientation: Quaternion, mask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> int
static OverlapBoxNonAlloc(center: Vector3, halfExtents: Vector3, results: Collider[], orientation: Quaternion, mask: int) -> int
static OverlapBoxNonAlloc(center: Vector3, halfExtents: Vector3, results: Collider[], orientation: Quaternion) -> int
static OverlapBoxNonAlloc(center: Vector3, halfExtents: Vector3, results: Collider[]) -> int

OverlapCapsule

static OverlapCapsule(point0: Vector3, point1: Vector3, radius: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> Collider[]
static OverlapCapsule(point0: Vector3, point1: Vector3, radius: float, layerMask: int) -> Collider[]
static OverlapCapsule(point0: Vector3, point1: Vector3, radius: float) -> Collider[]

OverlapCapsuleNonAlloc

static OverlapCapsuleNonAlloc(point0: Vector3, point1: Vector3, radius: float, results: Collider[], layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> int
static OverlapCapsuleNonAlloc(point0: Vector3, point1: Vector3, radius: float, results: Collider[], layerMask: int) -> int
static OverlapCapsuleNonAlloc(point0: Vector3, point1: Vector3, radius: float, results: Collider[]) -> int

OverlapSphere

static OverlapSphere(position: Vector3, radius: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> Collider[]
static OverlapSphere(position: Vector3, radius: float, layerMask: int) -> Collider[]
static OverlapSphere(position: Vector3, radius: float) -> Collider[]

OverlapSphereNonAlloc

static OverlapSphereNonAlloc(position: Vector3, radius: float, results: Collider[], layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> int
static OverlapSphereNonAlloc(position: Vector3, radius: float, results: Collider[], layerMask: int) -> int
static OverlapSphereNonAlloc(position: Vector3, radius: float, results: Collider[]) -> int

Raycast

static Raycast(ray: UnityEngineRay, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> bool
static Raycast(ray: UnityEngineRay, maxDistance: float, layerMask: int) -> bool
static Raycast(ray: UnityEngineRay, maxDistance: float) -> bool
static Raycast(ray: UnityEngineRay, hitInfo: UnityEngineRaycastHit, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> bool
static Raycast(ray: UnityEngineRay, hitInfo: UnityEngineRaycastHit, maxDistance: float, layerMask: int) -> bool
static Raycast(ray: UnityEngineRay, hitInfo: UnityEngineRaycastHit, maxDistance: float) -> bool
static Raycast(ray: UnityEngineRay, hitInfo: UnityEngineRaycastHit) -> bool
static Raycast(ray: UnityEngineRay) -> bool
static Raycast(origin: Vector3, direction: Vector3, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> bool
static Raycast(origin: Vector3, direction: Vector3, maxDistance: float, layerMask: int) -> bool
static Raycast(origin: Vector3, direction: Vector3, maxDistance: float) -> bool
static Raycast(origin: Vector3, direction: Vector3, hitInfo: UnityEngineRaycastHit, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> bool
static Raycast(origin: Vector3, direction: Vector3, hitInfo: UnityEngineRaycastHit, maxDistance: float, layerMask: int) -> bool
static Raycast(origin: Vector3, direction: Vector3, hitInfo: UnityEngineRaycastHit, maxDistance: float) -> bool
static Raycast(origin: Vector3, direction: Vector3, hitInfo: UnityEngineRaycastHit) -> bool
static Raycast(origin: Vector3, direction: Vector3) -> bool

RaycastAll

static RaycastAll(ray: UnityEngineRay, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> UnityEngineRaycastHit[]
static RaycastAll(ray: UnityEngineRay, maxDistance: float, layerMask: int) -> UnityEngineRaycastHit[]
static RaycastAll(ray: UnityEngineRay, maxDistance: float) -> UnityEngineRaycastHit[]
static RaycastAll(ray: UnityEngineRay) -> UnityEngineRaycastHit[]
static RaycastAll(origin: Vector3, direction: Vector3, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> UnityEngineRaycastHit[]
static RaycastAll(origin: Vector3, direction: Vector3, maxDistance: float, layerMask: int) -> UnityEngineRaycastHit[]
static RaycastAll(origin: Vector3, direction: Vector3, maxDistance: float) -> UnityEngineRaycastHit[]
static RaycastAll(origin: Vector3, direction: Vector3) -> UnityEngineRaycastHit[]

RaycastNonAlloc

static RaycastNonAlloc(ray: UnityEngineRay, results: UnityEngineRaycastHit[], maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> int
static RaycastNonAlloc(ray: UnityEngineRay, results: UnityEngineRaycastHit[], maxDistance: float, layerMask: int) -> int
static RaycastNonAlloc(ray: UnityEngineRay, results: UnityEngineRaycastHit[], maxDistance: float) -> int
static RaycastNonAlloc(ray: UnityEngineRay, results: UnityEngineRaycastHit[]) -> int
static RaycastNonAlloc(origin: Vector3, direction: Vector3, results: UnityEngineRaycastHit[], maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> int
static RaycastNonAlloc(origin: Vector3, direction: Vector3, results: UnityEngineRaycastHit[], maxDistance: float, layerMask: int) -> int
static RaycastNonAlloc(origin: Vector3, direction: Vector3, results: UnityEngineRaycastHit[], maxDistance: float) -> int
static RaycastNonAlloc(origin: Vector3, direction: Vector3, results: UnityEngineRaycastHit[]) -> int

RebuildBroadphaseRegions

static RebuildBroadphaseRegions(worldBounds: UnityEngineBounds, subdivisions: int) -> void

Simulate

static Simulate(step: float) -> void

SphereCast

static SphereCast(ray: UnityEngineRay, radius: float, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> bool
static SphereCast(ray: UnityEngineRay, radius: float, maxDistance: float, layerMask: int) -> bool
static SphereCast(ray: UnityEngineRay, radius: float, maxDistance: float) -> bool
static SphereCast(ray: UnityEngineRay, radius: float, hitInfo: UnityEngineRaycastHit, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> bool
static SphereCast(ray: UnityEngineRay, radius: float, hitInfo: UnityEngineRaycastHit, maxDistance: float, layerMask: int) -> bool
static SphereCast(ray: UnityEngineRay, radius: float, hitInfo: UnityEngineRaycastHit, maxDistance: float) -> bool
static SphereCast(ray: UnityEngineRay, radius: float, hitInfo: UnityEngineRaycastHit) -> bool
static SphereCast(ray: UnityEngineRay, radius: float) -> bool
static SphereCast(origin: Vector3, radius: float, direction: Vector3, hitInfo: UnityEngineRaycastHit, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> bool
static SphereCast(origin: Vector3, radius: float, direction: Vector3, hitInfo: UnityEngineRaycastHit, maxDistance: float, layerMask: int) -> bool
static SphereCast(origin: Vector3, radius: float, direction: Vector3, hitInfo: UnityEngineRaycastHit, maxDistance: float) -> bool
static SphereCast(origin: Vector3, radius: float, direction: Vector3, hitInfo: UnityEngineRaycastHit) -> bool

SphereCastAll

static SphereCastAll(ray: UnityEngineRay, radius: float, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> UnityEngineRaycastHit[]
static SphereCastAll(ray: UnityEngineRay, radius: float, maxDistance: float, layerMask: int) -> UnityEngineRaycastHit[]
static SphereCastAll(ray: UnityEngineRay, radius: float, maxDistance: float) -> UnityEngineRaycastHit[]
static SphereCastAll(ray: UnityEngineRay, radius: float) -> UnityEngineRaycastHit[]
static SphereCastAll(origin: Vector3, radius: float, direction: Vector3, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> UnityEngineRaycastHit[]
static SphereCastAll(origin: Vector3, radius: float, direction: Vector3, maxDistance: float, layerMask: int) -> UnityEngineRaycastHit[]
static SphereCastAll(origin: Vector3, radius: float, direction: Vector3, maxDistance: float) -> UnityEngineRaycastHit[]
static SphereCastAll(origin: Vector3, radius: float, direction: Vector3) -> UnityEngineRaycastHit[]

SphereCastNonAlloc

static SphereCastNonAlloc(ray: UnityEngineRay, radius: float, results: UnityEngineRaycastHit[], maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> int
static SphereCastNonAlloc(ray: UnityEngineRay, radius: float, results: UnityEngineRaycastHit[], maxDistance: float, layerMask: int) -> int
static SphereCastNonAlloc(ray: UnityEngineRay, radius: float, results: UnityEngineRaycastHit[], maxDistance: float) -> int
static SphereCastNonAlloc(ray: UnityEngineRay, radius: float, results: UnityEngineRaycastHit[]) -> int
static SphereCastNonAlloc(origin: Vector3, radius: float, direction: Vector3, results: UnityEngineRaycastHit[], maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> int
static SphereCastNonAlloc(origin: Vector3, radius: float, direction: Vector3, results: UnityEngineRaycastHit[], maxDistance: float, layerMask: int) -> int
static SphereCastNonAlloc(origin: Vector3, radius: float, direction: Vector3, results: UnityEngineRaycastHit[], maxDistance: float) -> int
static SphereCastNonAlloc(origin: Vector3, radius: float, direction: Vector3, results: UnityEngineRaycastHit[]) -> int

SyncTransforms

static SyncTransforms() -> void

ToString

ToString() -> string