Global settings and helpers for 2D physics.
AllLayers | Layer mask constant that includes all layers. |
angularSleepTolerance | A Rigidbody cannot sleep if its angular velocity is above this tolerance threshold. |
autoSyncTransforms | Set whether to automatically sync changes to the Transform component with the physics engine. |
baumgarteScale | The scale factor that controls how fast overlaps are resolved. |
baumgarteTOIScale | The scale factor that controls how fast TOI overlaps are resolved. |
bounceThreshold | Any collisions with a relative linear velocity below this threshold will be treated as inelastic so no bounce will occur. |
callbacksOnDisable | Use this to control whether or not the appropriate OnCollisionExit2D or OnTriggerExit2D callbacks should be called when a Collider2D is disabled. |
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. |
MaxPolygonShapeVertices | The maximum number of vertices allowed per primitive polygon shape type (PhysicsShapeType2D.Polygon). (Read Only) |
maxRotationSpeed | The maximum angular speed of a rigid-body per physics update. Increasing this can cause numerical problems. |
maxSubStepCount | The maximum number of simulation sub-steps allowed per-frame when simulation sub-stepping is enabled. |
maxTranslationSpeed | The maximum linear speed of a rigid-body per physics update. Increasing this can cause numerical problems. |
minSubStepFPS | The minimum FPS allowed for a simulation step before sub-stepping will be used. |
positionIterations | The number of iterations of the physics solver when considering objects' positions. |
queriesHitTriggers | Do raycasts detect Colliders configured as triggers? |
queriesStartInColliders | Set 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. |
simulationLayers | The Rigidbody2D and Collider2D layers to simulate. |
simulationMode | Controls when Unity executes the 2D physics simulation. |
timeToSleep | The time in seconds that a rigid-body must be still before it will go to sleep. |
useSubStepContacts | Whether to calculate contacts for all simulation sub-steps or only the first sub-step. |
useSubStepping | Whether to use simulation sub-stepping during a simulation step. |
velocityIterations | The number of iterations of the physics solver when considering objects' velocities. |
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. |
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. |
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. |
ClosestPoint | Returns a point on the perimeter of the Collider that is closest to the specified position. |
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 2D Colliders in the Scene. |
GetRayIntersectionAll | Cast a 3D ray against the 2D Colliders in the Scene. |
GetRayIntersectionNonAlloc | Cast a 3D ray against the 2D Colliders in the Scene. |
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. |
OverlapArea | Checks if a Collider falls within a rectangular area. |
OverlapAreaAll | Get a list of all Colliders that fall within a rectangular area. |
OverlapBox | Checks if a Collider falls within a box area. |
OverlapBoxAll | 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. |
OverlapCircle | Checks if a Collider falls within a circular area. |
OverlapCircleAll | Get a list of all Colliders that fall within a circular area. |
OverlapCollider | Gets a list of all Colliders that overlap the given Collider. |
OverlapPoint | Checks if a Collider overlaps a point in space. |
OverlapPointAll | 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. |
SetLayerCollisionMask | Set the collision layer mask that indicates which layer(s) the specified layer can collide with. |
Simulate | Simulate physics in the default physics scene. |
SyncTransforms | Synchronizes. |