Global physics properties and helper methods.
AllLayers | Layer mask constant to select all layers. |
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bounceThreshold | Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive. |
DefaultRaycastLayers | Layer mask constant to select default raycast layers. |
gravity | The gravity applied to all rigid bodies in the scene. |
IgnoreRaycastLayer | Layer mask constant to select ignore raycast layer. |
maxAngularVelocity | The default maximum angular velocity permitted for any rigid bodies (default 7). Must be positive. |
minPenetrationForPenalty | The minimum contact penetration value in order to apply a penalty force (default 0.05). Must be positive. |
sleepAngularVelocity | The default angular velocity, below which objects start sleeping (default 0.14). Must be positive. |
sleepVelocity | The default linear velocity, below which objects start going to sleep (default 0.15). Must be positive. |
solverIterationCount | The default solver iteration count permitted for any rigid bodies (default 7). Must be positive. |
CapsuleCast | Casts a capsule against all colliders in the scene and returns detailed information on what was hit. |
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CapsuleCastAll | Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects. |
CheckCapsule | Returns true if there are any colliders overlapping the capsule defined by the axis going from start and end and having radius in world coordinates. |
CheckSphere | Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates. |
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. |
Linecast | Returns true if there is any collider intersecting the line between start and end. |
OverlapSphere | Returns an array with all colliders touching or inside the sphere. |
Raycast | Casts a ray against all colliders in the scene. |
RaycastAll | Casts a ray through the scene and returns all hits. Note that order is not guaranteed. |
SphereCast | Casts a sphere against all colliders in the scene and returns detailed information on what was hit. |
SphereCastAll | Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. |