Global settings and helpers for 2D physics.
AllLayers | Layer mask constant that includes all layers. |
alwaysShowColliders | Should the collider gizmos always be shown even when they are not selected? |
angularSleepTolerance | A rigid-body cannot sleep if its angular velocity is above this tolerance. |
autoSimulation | Sets whether the physics should be simulated automatically or not. |
autoSyncTransforms | Whether or not to automatically sync transform changes with the physics system whenever a Transform component changes. |
baumgarteScale | The scale factor that controls how fast overlaps are resolved. |
baumgarteTOIScale | The scale factor that controls how fast TOI overlaps are resolved. |
callbacksOnDisable | Use this to control whether or not the appropriate OnCollisionExit2D or OnTriggerExit2D callbacks should be called when a Collider2D is disabled. |
colliderAABBColor | Sets the color used by the gizmos to show all Collider axis-aligned bounding boxes (AABBs). |
colliderAsleepColor | The color used by the gizmos to show all asleep colliders (collider is asleep when the body is asleep). |
colliderAwakeColor | The color used by the gizmos to show all awake colliders (collider is awake when the body is awake). |
colliderContactColor | The color used by the gizmos to show all collider contacts. |
contactArrowScale | The scale of the contact arrow used by the collider gizmos. |
defaultContactOffset | The default contact offset of the newly created colliders. |
defaultPhysicsScene | The PhysicsScene2D automatically created when Unity starts. |
DefaultRaycastLayers | Layer mask constant that includes all layers participating in raycasts by default. |
gravity | Acceleration due to gravity. |
IgnoreRaycastLayer | Layer mask constant for the default layer that ignores raycasts. |
jobOptions | A set of options that control how physics operates when using the job system to multithread the physics simulation. |
linearSleepTolerance | A rigid-body cannot sleep if its linear velocity is above this tolerance. |
maxAngularCorrection | The maximum angular position correction used when solving constraints. This helps to prevent overshoot. |
maxLinearCorrection | The maximum linear position correction used when solving constraints. This helps to prevent overshoot. |
maxRotationSpeed | The maximum angular speed of a rigid-body per physics update. Increasing this can cause numerical problems. |
maxTranslationSpeed | The maximum linear speed of a rigid-body per physics update. Increasing this can cause numerical problems. |
positionIterations | The number of iterations of the physics solver when considering objects' positions. |
queriesHitTriggers | Do raycasts detect Colliders configured as triggers? |
queriesStartInColliders | Sets the raycasts or linecasts that start inside Colliders to detect or not detect those Colliders. |
reuseCollisionCallbacks | Determines whether the garbage collector should reuse only a single instance of a Collision2D type for all collision callbacks. |
showColliderAABB | Should the collider gizmos show the AABBs for each collider? |
showColliderContacts | Should the collider gizmos show current contacts for each collider? |
showColliderSleep | Should the collider gizmos show the sleep-state for each collider? |
timeToSleep | The time in seconds that a rigid-body must be still before it will go to sleep. |
velocityIterations | The number of iterations of the physics solver when considering objects' velocities. |
velocityThreshold | Any collisions with a relative linear velocity below this threshold will be treated as inelastic. |
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. |
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 | Get a list of all colliders that overlap 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. |
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