UnityEnginePhysics
API reference for UnityEnginePhysics.
Properties
| Property | Type | Access |
|---|---|---|
| AllLayers | int | get |
| bounceThreshold | float | get, set |
| defaultMaxAngularSpeed | float | get, set |
| defaultPhysicsScene | UnityEnginePhysicsScene | get |
| DefaultRaycastLayers | int | get |
| gravity | Vector3 | get, set |
| IgnoreRaycastLayer | int | get |
Methods
BakeMesh
static BakeMesh(meshID: int, convex: bool, cookingOptions: UnityEngineMeshColliderCookingOptions) -> voidstatic BakeMesh(meshID: int, convex: bool) -> voidBoxCast
static BoxCast(center: Vector3, halfExtents: Vector3, direction: Vector3, orientation: Quaternion, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> boolstatic BoxCast(center: Vector3, halfExtents: Vector3, direction: Vector3, orientation: Quaternion, maxDistance: float, layerMask: int) -> boolstatic BoxCast(center: Vector3, halfExtents: Vector3, direction: Vector3, orientation: Quaternion, maxDistance: float) -> boolstatic BoxCast(center: Vector3, halfExtents: Vector3, direction: Vector3, orientation: Quaternion) -> boolstatic BoxCast(center: Vector3, halfExtents: Vector3, direction: Vector3, hitInfo: UnityEngineRaycastHit, orientation: Quaternion, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> boolstatic BoxCast(center: Vector3, halfExtents: Vector3, direction: Vector3, hitInfo: UnityEngineRaycastHit, orientation: Quaternion, maxDistance: float, layerMask: int) -> boolstatic BoxCast(center: Vector3, halfExtents: Vector3, direction: Vector3, hitInfo: UnityEngineRaycastHit, orientation: Quaternion, maxDistance: float) -> boolstatic BoxCast(center: Vector3, halfExtents: Vector3, direction: Vector3, hitInfo: UnityEngineRaycastHit, orientation: Quaternion) -> boolstatic BoxCast(center: Vector3, halfExtents: Vector3, direction: Vector3, hitInfo: UnityEngineRaycastHit) -> boolstatic BoxCast(center: Vector3, halfExtents: Vector3, direction: Vector3) -> boolBoxCastAll
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) -> intstatic BoxCastNonAlloc(center: Vector3, halfExtents: Vector3, direction: Vector3, results: UnityEngineRaycastHit[], orientation: Quaternion, maxDistance: float, layerMask: int) -> intstatic BoxCastNonAlloc(center: Vector3, halfExtents: Vector3, direction: Vector3, results: UnityEngineRaycastHit[], orientation: Quaternion, maxDistance: float) -> intstatic BoxCastNonAlloc(center: Vector3, halfExtents: Vector3, direction: Vector3, results: UnityEngineRaycastHit[], orientation: Quaternion) -> intstatic BoxCastNonAlloc(center: Vector3, halfExtents: Vector3, direction: Vector3, results: UnityEngineRaycastHit[]) -> intCapsuleCast
static CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> boolstatic CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, maxDistance: float, layerMask: int) -> boolstatic CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, maxDistance: float) -> boolstatic CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, hitInfo: UnityEngineRaycastHit, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> boolstatic CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, hitInfo: UnityEngineRaycastHit, maxDistance: float, layerMask: int) -> boolstatic CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, hitInfo: UnityEngineRaycastHit, maxDistance: float) -> boolstatic CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, hitInfo: UnityEngineRaycastHit) -> boolstatic CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3) -> boolCapsuleCastAll
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) -> intstatic CapsuleCastNonAlloc(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, results: UnityEngineRaycastHit[], maxDistance: float, layerMask: int) -> intstatic CapsuleCastNonAlloc(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, results: UnityEngineRaycastHit[], maxDistance: float) -> intstatic CapsuleCastNonAlloc(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, results: UnityEngineRaycastHit[]) -> intCheckBox
static CheckBox(center: Vector3, halfExtents: Vector3, orientation: Quaternion, layermask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> boolstatic CheckBox(center: Vector3, halfExtents: Vector3, orientation: Quaternion, layerMask: int) -> boolstatic CheckBox(center: Vector3, halfExtents: Vector3, orientation: Quaternion) -> boolstatic CheckBox(center: Vector3, halfExtents: Vector3) -> boolCheckCapsule
static CheckCapsule(start: Vector3, end: Vector3, radius: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> boolstatic CheckCapsule(start: Vector3, end: Vector3, radius: float, layerMask: int) -> boolstatic CheckCapsule(start: Vector3, end: Vector3, radius: float) -> boolCheckSphere
static CheckSphere(position: Vector3, radius: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> boolstatic CheckSphere(position: Vector3, radius: float, layerMask: int) -> boolstatic CheckSphere(position: Vector3, radius: float) -> boolClosestPoint
static ClosestPoint(point: Vector3, collider: Collider, position: Vector3, rotation: Quaternion) -> Vector3ComputePenetration
static ComputePenetration(colliderA: Collider, positionA: Vector3, rotationA: Quaternion, colliderB: Collider, positionB: Vector3, rotationB: Quaternion, direction: Vector3, distance: float) -> boolEquals
Equals(obj: object) -> boolGetHashCode
GetHashCode() -> intGetIgnoreCollision
static GetIgnoreCollision(collider1: Collider, collider2: Collider) -> boolGetIgnoreLayerCollision
static GetIgnoreLayerCollision(layer1: int, layer2: int) -> boolGetType
GetType() -> SystemTypeIgnoreCollision
static IgnoreCollision(collider1: Collider, collider2: Collider, ignore: bool) -> voidstatic IgnoreCollision(collider1: Collider, collider2: Collider) -> voidLinecast
static Linecast(start: Vector3, end: Vector3, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> boolstatic Linecast(start: Vector3, end: Vector3, layerMask: int) -> boolstatic Linecast(start: Vector3, end: Vector3, hitInfo: UnityEngineRaycastHit, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> boolstatic Linecast(start: Vector3, end: Vector3, hitInfo: UnityEngineRaycastHit, layerMask: int) -> boolstatic Linecast(start: Vector3, end: Vector3, hitInfo: UnityEngineRaycastHit) -> boolstatic Linecast(start: Vector3, end: Vector3) -> boolOverlapBox
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) -> intstatic OverlapBoxNonAlloc(center: Vector3, halfExtents: Vector3, results: Collider[], orientation: Quaternion, mask: int) -> intstatic OverlapBoxNonAlloc(center: Vector3, halfExtents: Vector3, results: Collider[], orientation: Quaternion) -> intstatic OverlapBoxNonAlloc(center: Vector3, halfExtents: Vector3, results: Collider[]) -> intOverlapCapsule
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) -> intstatic OverlapCapsuleNonAlloc(point0: Vector3, point1: Vector3, radius: float, results: Collider[], layerMask: int) -> intstatic OverlapCapsuleNonAlloc(point0: Vector3, point1: Vector3, radius: float, results: Collider[]) -> intOverlapSphere
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) -> intstatic OverlapSphereNonAlloc(position: Vector3, radius: float, results: Collider[], layerMask: int) -> intstatic OverlapSphereNonAlloc(position: Vector3, radius: float, results: Collider[]) -> intRaycast
static Raycast(ray: UnityEngineRay, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> boolstatic Raycast(ray: UnityEngineRay, maxDistance: float, layerMask: int) -> boolstatic Raycast(ray: UnityEngineRay, maxDistance: float) -> boolstatic Raycast(ray: UnityEngineRay, hitInfo: UnityEngineRaycastHit, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> boolstatic Raycast(ray: UnityEngineRay, hitInfo: UnityEngineRaycastHit, maxDistance: float, layerMask: int) -> boolstatic Raycast(ray: UnityEngineRay, hitInfo: UnityEngineRaycastHit, maxDistance: float) -> boolstatic Raycast(ray: UnityEngineRay, hitInfo: UnityEngineRaycastHit) -> boolstatic Raycast(ray: UnityEngineRay) -> boolstatic Raycast(origin: Vector3, direction: Vector3, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> boolstatic Raycast(origin: Vector3, direction: Vector3, maxDistance: float, layerMask: int) -> boolstatic Raycast(origin: Vector3, direction: Vector3, maxDistance: float) -> boolstatic Raycast(origin: Vector3, direction: Vector3, hitInfo: UnityEngineRaycastHit, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> boolstatic Raycast(origin: Vector3, direction: Vector3, hitInfo: UnityEngineRaycastHit, maxDistance: float, layerMask: int) -> boolstatic Raycast(origin: Vector3, direction: Vector3, hitInfo: UnityEngineRaycastHit, maxDistance: float) -> boolstatic Raycast(origin: Vector3, direction: Vector3, hitInfo: UnityEngineRaycastHit) -> boolstatic Raycast(origin: Vector3, direction: Vector3) -> boolRaycastAll
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) -> intstatic RaycastNonAlloc(ray: UnityEngineRay, results: UnityEngineRaycastHit[], maxDistance: float, layerMask: int) -> intstatic RaycastNonAlloc(ray: UnityEngineRay, results: UnityEngineRaycastHit[], maxDistance: float) -> intstatic RaycastNonAlloc(ray: UnityEngineRay, results: UnityEngineRaycastHit[]) -> intstatic RaycastNonAlloc(origin: Vector3, direction: Vector3, results: UnityEngineRaycastHit[], maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> intstatic RaycastNonAlloc(origin: Vector3, direction: Vector3, results: UnityEngineRaycastHit[], maxDistance: float, layerMask: int) -> intstatic RaycastNonAlloc(origin: Vector3, direction: Vector3, results: UnityEngineRaycastHit[], maxDistance: float) -> intstatic RaycastNonAlloc(origin: Vector3, direction: Vector3, results: UnityEngineRaycastHit[]) -> intRebuildBroadphaseRegions
static RebuildBroadphaseRegions(worldBounds: UnityEngineBounds, subdivisions: int) -> voidSimulate
static Simulate(step: float) -> voidSphereCast
static SphereCast(ray: UnityEngineRay, radius: float, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> boolstatic SphereCast(ray: UnityEngineRay, radius: float, maxDistance: float, layerMask: int) -> boolstatic SphereCast(ray: UnityEngineRay, radius: float, maxDistance: float) -> boolstatic SphereCast(ray: UnityEngineRay, radius: float, hitInfo: UnityEngineRaycastHit, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> boolstatic SphereCast(ray: UnityEngineRay, radius: float, hitInfo: UnityEngineRaycastHit, maxDistance: float, layerMask: int) -> boolstatic SphereCast(ray: UnityEngineRay, radius: float, hitInfo: UnityEngineRaycastHit, maxDistance: float) -> boolstatic SphereCast(ray: UnityEngineRay, radius: float, hitInfo: UnityEngineRaycastHit) -> boolstatic SphereCast(ray: UnityEngineRay, radius: float) -> boolstatic SphereCast(origin: Vector3, radius: float, direction: Vector3, hitInfo: UnityEngineRaycastHit, maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> boolstatic SphereCast(origin: Vector3, radius: float, direction: Vector3, hitInfo: UnityEngineRaycastHit, maxDistance: float, layerMask: int) -> boolstatic SphereCast(origin: Vector3, radius: float, direction: Vector3, hitInfo: UnityEngineRaycastHit, maxDistance: float) -> boolstatic SphereCast(origin: Vector3, radius: float, direction: Vector3, hitInfo: UnityEngineRaycastHit) -> boolSphereCastAll
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) -> intstatic SphereCastNonAlloc(ray: UnityEngineRay, radius: float, results: UnityEngineRaycastHit[], maxDistance: float, layerMask: int) -> intstatic SphereCastNonAlloc(ray: UnityEngineRay, radius: float, results: UnityEngineRaycastHit[], maxDistance: float) -> intstatic SphereCastNonAlloc(ray: UnityEngineRay, radius: float, results: UnityEngineRaycastHit[]) -> intstatic SphereCastNonAlloc(origin: Vector3, radius: float, direction: Vector3, results: UnityEngineRaycastHit[], maxDistance: float, layerMask: int, queryTriggerInteraction: UnityEngineQueryTriggerInteraction) -> intstatic SphereCastNonAlloc(origin: Vector3, radius: float, direction: Vector3, results: UnityEngineRaycastHit[], maxDistance: float, layerMask: int) -> intstatic SphereCastNonAlloc(origin: Vector3, radius: float, direction: Vector3, results: UnityEngineRaycastHit[], maxDistance: float) -> intstatic SphereCastNonAlloc(origin: Vector3, radius: float, direction: Vector3, results: UnityEngineRaycastHit[]) -> intSyncTransforms
static SyncTransforms() -> voidToString
ToString() -> string