UnityEngine.Physics2DModule Parent class for all joints that have anchor points. The joint's anchor point on the object that has the joint component. Should the connectedAnchor be calculated automatically? The joint's anchor point on the second object (ie, the one which doesn't have the joint component). Applies forces within an area. The angular drag to apply to rigid-bodies. The linear drag to apply to rigid-bodies. The angle of the force to be applied. The magnitude of the force to be applied. The target for where the effector applies any force. The variation of the magnitude of the force to be applied. Should the forceAngle use global space? Collider for 2D physics representing an axis-aligned rectangle. Determines whether the BoxCollider2D's shape is automatically updated based on a SpriteRenderer's tiling properties. The center point of the collider in local space. Controls the radius of all edges created by the collider. The width and height of the rectangle. Applies forces to simulate buoyancy, fluid-flow and fluid drag. A force applied to slow angular movement of any Collider2D in contact with the effector. The density of the fluid used to calculate the buoyancy forces. The angle of the force used to similate fluid flow. The magnitude of the force used to similate fluid flow. The random variation of the force used to similate fluid flow. A force applied to slow linear movement of any Collider2D in contact with the effector. Defines an arbitrary horizontal line that represents the fluid surface level. A capsule-shaped primitive collider. The direction that the capsule sides can extend. The width and height of the capsule area. The direction that the capsule sides can extend. The capsule sides extend horizontally. The capsule sides extend vertically. Collider for 2D physics representing an circle. The center point of the collider in local space. Radius of the circle. Parent class for collider types used with 2D gameplay. The Rigidbody2D attached to the Collider2D. Get the bounciness used by the collider. The world space bounding area of the collider. Get the CompositeCollider2D that is available to be attached to the collider. The density of the collider used to calculate its mass (when auto mass is enabled). The error state that indicates the state of the physics shapes the 2D Collider tried to create. (Read Only) Get the friction used by the collider. Is this collider configured as a trigger? The local offset of the collider geometry. The number of active PhysicsShape2D the Collider2D is currently using. The PhysicsMaterial2D that is applied to this collider. Sets whether the Collider will be used or not used by a CompositeCollider2D. Whether the collider is used by an attached effector or not. Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself. Vector representing the direction to cast the shape. Array to receive results. Maximum distance over which to cast the shape. Determines whether the cast should ignore Colliders attached to the same Rigidbody2D (known as sibling Colliders). The number of results returned. Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself. Vector representing the direction to cast the shape. Filter results defined by the contact filter. Array to receive results. Maximum distance over which to cast the shape. Determines whether the cast should ignore Colliders attached to the same Rigidbody2D (known as sibling Colliders). The number of results returned. Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself. Vector representing the direction to cast the shape. Filter results defined by the contact filter. List to receive results. Maximum distance over which to cast the shape. Determines whether the cast should ignore Colliders attached to the same Rigidbody2D (known as sibling Colliders). The number of results returned. Returns a point on the perimeter of this Collider that is closest to the specified position. The position from which to find the closest point on this Collider. A point on the perimeter of this Collider that is closest to the specified position. Creates a planar Mesh that is identical to the area defined by the Collider2D geometry. Should the mesh be transformed by the position of the attached Rigidbody2D? Should the mesh be transformed by the rotation of the attached Rigidbody2D? The planar Mesh created that matches the collider geometry or NULL if no Mesh could be created. Calculates the minimum separation of this collider against another collider. A collider used to calculate the minimum separation against this collider. The minimum separation of collider and this collider. Retrieves all contact points for this Collider. An array of ContactPoint2D used to receive the results. Returns the number of contacts placed in the contacts array. Retrieves all colliders in contact with this Collider. An array of Collider2D used to receive the results. Returns the number of contacts placed in the colliders array. Retrieves all contact points for this Collider, with the results filtered by the contactFilter. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. An array of ContactPoint2D used to receive the results. Returns the number of contacts placed in the contacts array. Retrieves all colliders in contact with this Collider, with the results filtered by the contactFilter. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. An array of Collider2D used to receive the results. Returns the number of colliders placed in the colliders array. Retrieves all contact points for this Collider. A list of ContactPoint2D used to receive the results. Returns the number of contacts placed in the contacts list. Retrieves all colliders in contact with this Collider. A list of Collider2D used to receive the results. Returns the number of contacts placed in the colliders list. Retrieves all contact points for this Collider, with the results filtered by the contactFilter. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. A list of ContactPoint2D used to receive the results. Returns the number of contacts placed in the contacts list. Retrieves all colliders in contact with this Collider, with the results filtered by the contactFilter. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. A list of Collider2D used to receive the results. Returns the number of contacts placed in the colliders list. Generates a simple hash value based upon the geometry of the Collider2D. A hash value that uniquely identifies the configured geometry of the Collider2D. Gets all the PhysicsShape2D used by the Collider2D. The PhysicsShapeGroup2D to store the retrieved PhysicsShape2D in. Returns the number of PhysicsShape2D retrieved from the Collider2D. Gets the specified range of the PhysicsShape2D used by the Collider2D. The PhysicsShapeGroup2D to store the retrieved PhysicsShape2D in. The index of the first shape to retrieve. This should be in the range of 0 to Collider2D.shapeCount-1. The number of shapes to retrieve. The shapeIndex + shapeCount must be less than or equal to Collider2D.shapeCount. Returns the number of PhysicsShape2D retrieved from the Collider2D. In all cases this should be the same number as shapeCount . Check whether this collider is touching the collider or not. The collider to check if it is touching this collider. Whether this collider is touching the collider or not. Check whether this collider is touching the collider or not with the results filtered by the contactFilter. The collider to check if it is touching this collider. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. Whether this collider is touching the collider or not. Check whether this collider is touching other colliders or not with the results filtered by the contactFilter. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. Whether this collider is touching the collider or not. Checks whether this collider is touching any colliders on the specified layerMask or not. Any colliders on any of these layers count as touching. Whether this collider is touching any collider on the specified layerMask or not. Get a list of all colliders that overlap this collider. The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. The array to receive results. The size of the array determines the maximum number of results that can be returned. Returns the number of results placed in the results array. Get a list of all Colliders that overlap this Collider. The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. The list to receive results. Returns the number of results placed in the results list. Check if a collider overlaps a point in space. A point in world space. Does point overlap the collider? Casts a ray into the Scene that starts at the Collider position and ignores the Collider itself. Vector representing the direction of the ray. Array to receive results. Maximum distance over which to cast the ray. Filter to check objects only on specific layers. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. Filter results defined by the contact filter. The number of results returned. Casts a ray into the Scene that starts at the Collider position and ignores the Collider itself. Vector representing the direction of the ray. Array to receive results. Maximum distance over which to cast the ray. Filter to check objects only on specific layers. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. Filter results defined by the contact filter. The number of results returned. Casts a ray into the Scene that starts at the Collider position and ignores the Collider itself. Vector representing the direction of the ray. Filter results defined by the contact filter. List to receive results. Maximum distance over which to cast the ray. The number of results returned. Represents the separation or overlap of two Collider2D. Gets the distance between two colliders. Gets whether the distance represents an overlap or not. Gets whether the distance is valid or not. A normalized vector that points from pointB to pointA. A point on a Collider2D that is a specific distance away from pointB. A point on a Collider2D that is a specific distance away from pointA. Indicates what (if any) error was encountered when creating a 2D Collider. Indicates that no error was encountered, therefore the 2D Collider was created successfully. Indicates that no physics shapes were created by the 2D Collider because the state of 2D Collider resulted in vertices too close or an area that is too small for the physics engine to handle. Indicates that some physics shapes were not created by the 2D Collider because the state of 2D Collider resulted in vertices too close or an area that is too small for the physics engine to handle. Collision details returned by 2D physics callback functions. The incoming Collider2D involved in the collision with the otherCollider. Gets the number of contacts for this collision. The specific points of contact with the incoming Collider2D. You should avoid using this as it produces memory garbage. Use GetContact or GetContacts instead. Indicates whether the collision response or reaction is enabled or disabled. The incoming GameObject involved in the collision. The other Collider2D involved in the collision with the collider. The other Rigidbody2D involved in the collision with the rigidbody. The relative linear velocity of the two colliding objects (Read Only). The incoming Rigidbody2D involved in the collision with the otherRigidbody. The Transform of the incoming object involved in the collision. Gets the contact point at the specified index. The index of the contact to retrieve. The contact at the specified index. Retrieves all contact points for contacts between collider and otherCollider. An array of ContactPoint2D used to receive the results. Returns the number of contacts placed in the contacts array. Retrieves all contact points for contacts between collider and otherCollider. A list of ContactPoint2D used to receive the results. Returns the number of contacts placed in the contacts list. Controls how collisions are detected when a Rigidbody2D moves. Ensures that all collisions are detected when a Rigidbody2D moves. When a Rigidbody2D moves, only collisions at the new position are detected. This mode is obsolete. You should use Discrete mode. A Collider that can merge other Colliders together. Controls the radius of all edges created by the Collider. Specifies when to generate the Composite Collider geometry. Specifies the type of geometry the Composite Collider should generate. Vertices are offset by this distance when compositing multiple physic shapes. Any vertices between shapes within this distance are combined. The number of paths in the Collider. Gets the total number of points in all the paths within the Collider. Controls the minimum distance allowed between generated vertices. Regenerates the Composite Collider geometry. Specifies when to generate the Composite Collider geometry. Sets the Composite Collider geometry to not automatically update when a Collider used by the Composite Collider changes. Sets the Composite Collider geometry to update synchronously immediately when a Collider used by the Composite Collider changes. Specifies the type of geometry the Composite Collider generates. Sets the Composite Collider to generate closed outlines for the merged Collider geometry consisting of only edges. Sets the Composite Collider to generate closed outlines for the merged Collider geometry consisting of convex polygon shapes. Gets a path from the Collider by its index. The index of the path from 0 to pathCount minus 1. An ordered array of the vertices (points) in the selected path. Returns the number of points placed in the points array. Gets a path from the Collider by its index. The index of the path from 0 to pathCount minus 1. An ordered list of the vertices (points) in the selected path. Returns the number of points placed in the points list. Gets the number of points in the specified path from the Collider by its index. The index of the path from 0 to pathCount minus 1. Returns the number of points in the path specified by index. Applies both linear and angular (torque) forces continuously to the rigidbody each physics update. The linear force applied to the rigidbody each physics update. The linear force, relative to the rigid-body coordinate system, applied each physics update. The torque applied to the rigidbody each physics update. A set of parameters for filtering contact results. Define the angle by referring to their position in world space, where 0 degrees is parallel to the positive x-axis, 90 degrees is parallel to the positive y-axis, 180 degrees is parallel to the negative x-axis, and 270 degrees is parallel to the negative y-axis. Given the current state of the contact filter, determine whether it would filter anything. Sets the contact filter to filter the results that only include Collider2D on the layers defined by the layer mask. Sets the contact filter to filter the results to only include Collider2D with a Z coordinate (depth) less than this value. Sets the contact filter to filter the results to only include contacts with collision normal angles that are less than this angle. Sets the contact filter to filter the results to only include Collider2D with a Z coordinate (depth) greater than this value. Sets the contact filter to filter the results to only include contacts with collision normal angles that are greater than this angle. Sets the contact filter to filter the results by depth using minDepth and maxDepth. Sets the contact filter to filter results by layer mask. Sets the contact filter to filter the results by the collision's normal angle using minNormalAngle and maxNormalAngle. Sets the contact filter to filter within the minDepth and maxDepth range, or outside that range. Sets the contact filter to filter within the minNormalAngle and maxNormalAngle range, or outside that range. Sets to filter contact results based on trigger collider involvement. Turns off depth filtering by setting useDepth to false. The associated values of minDepth and maxDepth are not changed. Turns off layer mask filtering by setting useLayerMask to false. The associated value of layerMask is not changed. Turns off normal angle filtering by setting useNormalAngle to false. The associated values of minNormalAngle and maxNormalAngle are not changed. Checks if the Transform for obj is within the depth range to be filtered. The GameObject used to check the z-position (depth) of Transform.position. Returns true when obj is excluded by the filter and false if otherwise. Checks if the GameObject.layer for obj is included in the layerMask to be filtered. The GameObject used to check the GameObject.layer. Returns true when obj is excluded by the filter and false if otherwise. Checks if the angle of normal is within the normal angle range to be filtered. The normal used to calculate an angle. Returns true when normal is excluded by the filter and false if otherwise. Checks if the angle is within the normal angle range to be filtered. The angle used for comparison in the filter. Returns true when angle is excluded by the filter and false if otherwise. Checks if the collider is a trigger and should be filtered by the useTriggers to be filtered. The Collider2D used to check for a trigger. Returns true when collider is excluded by the filter and false if otherwise. Sets the contact filter to not filter any ContactPoint2D. A copy of the contact filter set to not filter any ContactPoint2D. Sets the minDepth and maxDepth filter properties and turns on depth filtering by setting useDepth to true. The value used to set minDepth. The value used to set maxDepth. Sets the layerMask filter property using the layerMask parameter provided and also enables layer mask filtering by setting useLayerMask to true. The value used to set the layerMask. Sets the minNormalAngle and maxNormalAngle filter properties and turns on normal angle filtering by setting useNormalAngle to true. The value used to set the minNormalAngle. The value used to set the maxNormalAngle. Details about a specific point of contact involved in a 2D physics collision. The incoming Collider2D involved in the collision with the otherCollider. Indicates whether the collision response or reaction is enabled or disabled. Surface normal at the contact point. Gets the impulse applied at the contact point along the ContactPoint2D.normal. The other Collider2D involved in the collision with the collider. The other Rigidbody2D involved in the collision with the rigidbody. The point of contact between the two colliders in world space. Gets the relative velocity of the two colliders at the contact point (Read Only). The incoming Rigidbody2D involved in the collision with the otherRigidbody. Gets the distance between the colliders at the contact point. Gets the impulse applied at the contact point which is perpendicular to the ContactPoint2D.normal. Represents a Collider2D that is configured by assigning PhysicsShape2D geometry to it via a PhysicsShapeGroup2D. The total number of custom PhysicsShape2D assigned to the Collider. (Read Only) The total number of Vector2|vertices used by the Collider. (Read Only) Deletes all the shapes and associated vertices for those shapes from the Collider. Deletes a specific number of shapes defined by shapeCount starting at shapeIndex along with all associated vertices those shapes use. The index of the shape stored in the Collider. The number of shapes to delete starting at the specified index. Gets all the physics shapes and vertices in the Collider and places them in the specified PhysicsShapeGroup2D. The physics shape group that will receive all the PhysicsShape2D|physics shapes and Vector2|vertices from the Collider. Returns the total number of PhysicsShape2D|physics shapes placed in the specified physicsShapeGroup. Gets a specified number of physics shapes defined byshapeCount starting at shapeIndex along with all associated vertices those shapes use and places them in the specified PhysicsShapeGroup2D. The physics shape group that will receive the PhysicsShape2D|physics shapes and Vector2|vertices from the Collider. The shape index within the Collider to start retrieving shapes from. The total number of shapes starting at the shapeIndex to retrieve. The total number of PhysicsShape2D|physics shapes placed in the specified physicsShapeGroup. Gets all the physics shapes and vertices in the Collider and places them in the specified arrays. The array that will be populated with a copy of all the shapes in the PhysicsShapeGroup2D. The array that will be populated with a copy of all the vertices in the PhysicsShapeGroup2D. Returns the total number of PhysicsShape2D|physics shapes placed in the specified arrays. Sets a single shape and all associated shape vertices from the specified physicsShapeGroup into the Collider. The PhysicsShapeGroup2D to use as the source of shapes and vertices. The source shape index within the physicsShapeGroup used to assign to the Collider. The destination shape index within the Collider to copy the source shape to. Sets a single shape and all associated shape vertices from the specified shape and vertices arrays into the Collider. The array to use as the source of shapes. The array to use as the source of vertices. The source shape index within the shapes array used to assign to the Collider. The destination shape index within the Collider to copy the source shape to. Sets all the shapes and vertices in the Collider to those represented by the specified PhysicsShapeGroup2D. The PhysicsShapeGroup2D to use as the source of shapes and vertices. Sets all the shapes and vertices in the Collider to those represented by the specified arrays. The array containing all the shapes used to assign to the Collider. The array containing all the vertices used to assign to the Collider. Joint that keeps two Rigidbody2D objects a fixed distance apart. Should the distance be calculated automatically? The distance separating the two ends of the joint. Whether to maintain a maximum distance only or not. If not then the absolute distance will be maintained instead. Collider for 2D physics representing an arbitrary set of connected edges (lines) defined by its vertices. Defines the position of a virtual point adjacent to the end point of the EdgeCollider2D. Defines the position of a virtual point adjacent to the start point of the EdgeCollider2D. Gets the number of edges. Controls the radius of all edges created by the collider. Gets the number of points. Get or set the points defining multiple continuous edges. Set this to true to use the adjacentEndPoint to form the collision normal that is used to calculate the collision response when a collision occurs at the Edge Collider's end point. Set this to false to not use the adjacentEndPoint, and the collision normal becomes the direction of motion of the collision. Set this to true to use the adjacentStartPoint to form the collision normal that is used to calculate the collision response when a collision occurs at the Edge Collider's start point. Set this to false to not use the adjacentStartPoint, and the collision normal becomes the direction of motion of the collision. Gets all the points that define a set of continuous edges. A list of Vector2 used to receive the points. Returns the number of points placed in the points list. Reset to a single edge consisting of two points. Sets all the points that define a set of continuous edges. A list of Vector2 used to set the points. This list must contain at least two points. Returns true if the list contains two or more points and the points are correctly set. Returns false otherwise. A base class for all 2D effectors. The mask used to select specific layers allowed to interact with the effector. Should the collider-mask be used or the global collision matrix? The mode used to apply Effector2D forces. The force is applied at a constant rate. The force is applied inverse-linear relative to a point. The force is applied inverse-squared relative to a point. Selects the source and/or target to be used by an Effector2D. The source/target is defined by the Collider2D. The source/target is defined by the Rigidbody2D. Connects two Rigidbody2D together at their anchor points using a configurable spring. The amount by which the spring force is reduced in proportion to the movement speed. The frequency at which the spring oscillates around the distance between the objects. The angle referenced between the two bodies used as the constraint for the joint. Option for how to apply a force using Rigidbody2D.AddForce. Add a force to the Rigidbody2D, using its mass. Add an instant force impulse to the rigidbody2D, using its mass. Applies both force and torque to reduce both the linear and angular velocities to zero. The maximum force that can be generated when trying to maintain the friction joint constraint. The maximum torque that can be generated when trying to maintain the friction joint constraint. Joint that allows a Rigidbody2D object to rotate around a point in space or a point on another object. The current joint angle (in degrees) with respect to the reference angle. The current joint speed. Limit of angular rotation (in degrees) on the joint. Gets the state of the joint limit. Parameters for the motor force applied to the joint. The angle (in degrees) referenced between the two bodies used as the constraint for the joint. Should limits be placed on the range of rotation? Should the joint be rotated automatically by a motor torque? Gets the motor torque of the joint given the specified timestep. The time to calculate the motor torque for. Parent class for joints to connect Rigidbody2D objects. The Rigidbody2D attached to the Joint2D. The force that needs to be applied for this joint to break. The torque that needs to be applied for this joint to break. Can the joint collide with the other Rigidbody2D object to which it is attached? The Rigidbody2D object to which the other end of the joint is attached (ie, the object without the joint component). Should the two rigid bodies connected with this joint collide with each other? Gets the reaction force of the joint. Gets the reaction torque of the joint. Gets the reaction force of the joint given the specified timeStep. The time to calculate the reaction force for. The reaction force of the joint in the specified timeStep. Gets the reaction torque of the joint given the specified timeStep. The time to calculate the reaction torque for. The reaction torque of the joint in the specified timeStep. Angular limits on the rotation of a Rigidbody2D object around a HingeJoint2D. Upper angular limit of rotation. Lower angular limit of rotation. Represents the state of a joint limit. Represents a state where the joint limit is at the specified lower and upper limits (they are identical). Represents a state where the joint limit is inactive. Represents a state where the joint limit is at the specified lower limit. Represents a state where the joint limit is at the specified upper limit. Parameters for the optional motor force applied to a Joint2D. The maximum force that can be applied to the Rigidbody2D at the joint to attain the target speed. The desired speed for the Rigidbody2D to reach as it moves with the joint. Joint suspension is used to define how suspension works on a WheelJoint2D. The world angle (in degrees) along which the suspension will move. The amount by which the suspension spring force is reduced in proportion to the movement speed. The frequency at which the suspension spring oscillates. Motion limits of a Rigidbody2D object along a SliderJoint2D. Maximum distance the Rigidbody2D object can move from the Slider Joint's anchor. Minimum distance the Rigidbody2D object can move from the Slider Joint's anchor. Global settings and helpers for 2D physics. Enable to always show the Collider Gizmos even when they are not selected. A Rigidbody cannot sleep if its angular velocity is above this tolerance threshold. Set whether the physics should be simulated automatically or not. Set whether to automatically sync changes to the Transform component with the physics engine. The scale factor that controls how fast overlaps are resolved. The scale factor that controls how fast TOI overlaps are resolved. Use this to control whether or not the appropriate OnCollisionExit2D or OnTriggerExit2D callbacks should be called when a Collider2D is disabled. Set whether the reporting of collisions callbacks immediately stops if any of the objects involved in the collision are deleted or moved. Set the color used by the Gizmos to show all Collider axis-aligned bounding boxes (AABBs). The color used by the Gizmos to show all asleep Colliders (Collider is asleep when the body is asleep). The color used by the Gizmos to show all awake Colliders (Collider is awake when the body is awake). The color used by the Gizmos to show all Collider contacts. The scale of the contact arrow used by the Collider Gizmos. The default contact offset of the newly created Colliders. The PhysicsScene2D automatically created when Unity starts. Set whether to continue or stop the proccesing of collision callbacks if any of the objects involved in the collision are deleted. Acceleration due to gravity. A set of options that control how physics operates when using the job system to multithread the physics simulation. A rigid-body cannot sleep if its linear velocity is above this tolerance. The maximum angular position correction used when solving constraints. This helps to prevent overshoot. The maximum linear position correction used when solving constraints. This helps to prevent overshoot. The maximum angular speed of a rigid-body per physics update. Increasing this can cause numerical problems. The maximum linear speed of a rigid-body per physics update. Increasing this can cause numerical problems. This property is obsolete. You should use defaultContactOffset instead. The number of iterations of the physics solver when considering objects' positions. Do raycasts detect Colliders configured as triggers? Set the raycasts or linecasts that start inside Colliders to detect or not detect those Colliders. Set the raycasts to either detect or not detect Triggers. Do ray/line casts that start inside a Collider(s) detect those Collider(s)? Determines whether the garbage collector should reuse only a single instance of a Collision2D type for all collision callbacks. Should the Collider Gizmos show the AABBs for each Collider? Should the Collider Gizmos show current contacts for each Collider? Should the Collider Gizmos show the sleep-state for each Collider? Controls when Unity executes the 2D physics simulation. The time in seconds that a rigid-body must be still before it will go to sleep. The number of iterations of the physics solver when considering objects' velocities. Any collisions with a relative linear velocity below this threshold will be treated as inelastic. Layer mask constant that includes all layers. Casts a box against Colliders in the Scene, returning the first Collider to contact with it. The point in 2D space where the box originates. The size of the box. The angle of the box (in degrees). A vector representing the direction of the box. The maximum distance over which to cast the box. Filter to detect Colliders only on certain layers. Only include objects with a Z coordinate (depth) greater than or equal to this value. Only include objects with a Z coordinate (depth) less than or equal to this value. The cast results returned. Casts a box against the Colliders in the Scene and returns all Colliders that are in contact with it. The point in 2D space where the box originates. The size of the box. The angle of the box (in degrees). A vector representing the direction of the box. The maximum distance over which to cast the box. The array to receive results. The size of the array determines the maximum number of results that can be returned. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. Returns the number of results placed in the results array. Casts a box against the Colliders in the Scene and returns all Colliders that are in contact with it. The point in 2D space where the box originates. The size of the box. The angle of the box (in degrees). A vector representing the direction of the box. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. The list to receive results. The maximum distance over which to cast the box. Returns the number of results placed in the results list. Casts a box against Colliders in the Scene, returning all Colliders that contact with it. The point in 2D space where the box originates. The size of the box. The angle of the box (in degrees). A vector representing the direction of the box. The maximum distance over which to cast the box. Filter to detect Colliders only on certain layers. Only include objects with a Z coordinate (depth) greater than or equal to this value. Only include objects with a Z coordinate (depth) less than or equal to this value. The cast results returned. Casts a box into the Scene, returning Colliders that contact with it into the provided results array. Note: This method will be deprecated in a future build and it is recommended to use BoxCast instead. The point in 2D space where the box originates. The size of the box. The angle of the box (in degrees). A vector representing the direction of the box. Array to receive results. The maximum distance over which to cast the box. Filter to detect Colliders only on certain layers. Only include objects with a Z coordinate (depth) greater than or equal to this value. Only include objects with a Z coordinate (depth) less than or equal to this value. Returns the number of results placed in the results array. Casts a capsule against Colliders in the Scene, returning the first Collider to contact with it. The point in 2D space where the capsule originates. The size of the capsule. The direction of the capsule. The angle of the capsule (in degrees). Vector representing the direction to cast the capsule. The maximum distance over which to cast the capsule. Filter to detect Colliders only on certain layers. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. The cast results returned. Casts a capsule against the Colliders in the Scene and returns all Colliders that are in contact with it. The point in 2D space where the capsule originates. The size of the capsule. The direction of the capsule. The angle of the capsule (in degrees). Vector representing the direction to cast the capsule. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. The array to receive results. The size of the array determines the maximum number of results that can be returned. The maximum distance over which to cast the capsule. Returns the number of results placed in the results array. Casts a capsule against the Colliders in the Scene and returns all Colliders that are in contact with it. The point in 2D space where the capsule originates. The size of the capsule. The direction of the capsule. The angle of the capsule (in degrees). A vector representing the direction to cast the capsule. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. The list to receive results. The maximum distance over which to cast the capsule. Returns the number of results placed in the results list. Casts a capsule against Colliders in the Scene, returning all Colliders that contact with it. The point in 2D space where the capsule originates. The size of the capsule. The direction of the capsule. The angle of the capsule (in degrees). Vector representing the direction to cast the capsule. The maximum distance over which to cast the capsule. Filter to detect Colliders only on certain layers. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. The cast results returned. Casts a capsule into the Scene, returning Colliders that contact with it into the provided results array. Note: This method will be deprecated in a future build and it is recommended to use CapsuleCast instead. The point in 2D space where the capsule originates. The size of the capsule. The direction of the capsule. The angle of the capsule (in degrees). Vector representing the direction to cast the capsule. Array to receive results. The maximum distance over which to cast the capsule. Filter to detect Colliders only on certain layers. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. Returns the number of results placed in the results array. Casts a circle against Colliders in the Scene, returning the first Collider to contact with it. The point in 2D space where the circle originates. The radius of the circle. A vector representing the direction of the circle. The maximum distance over which to cast the circle. Filter to detect Colliders only on certain layers. Only include objects with a Z coordinate (depth) greater than or equal to this value. Only include objects with a Z coordinate (depth) less than or equal to this value. The cast results returned. Casts a circle against Colliders in the Scene, returning all Colliders that contact with it. The point in 2D space where the circle originates. The radius of the circle. A vector representing the direction of the circle. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. The array to receive results. The size of the array determines the maximum number of results that can be returned. The maximum distance over which to cast the circle. Returns the number of results placed in the results array. Casts a circle against Colliders in the Scene, returning all Colliders that contact with it. The point in 2D space where the circle originates. The radius of the circle. A vector representing the direction of the circle. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. The list to receive results. The maximum distance over which to cast the circle. Returns the number of results placed in the results list. Casts a circle against Colliders in the Scene, returning all Colliders that contact with it. The point in 2D space where the circle originates. The radius of the circle. A vector representing the direction of the circle. The maximum distance over which to cast the circle. Filter to detect Colliders only on certain layers. Only include objects with a Z coordinate (depth) greater than or equal to this value. Only include objects with a Z coordinate (depth) less than or equal to this value. The cast results returned. Casts a circle into the Scene, returning Colliders that contact with it into the provided results array. Note: This method will be deprecated in a future build and it is recommended to use CircleCast instead. The point in 2D space where the circle originates. The radius of the circle. A vector representing the direction of the circle. Array to receive results. The maximum distance over which to cast the circle. Filter to detect Colliders only on certain layers. Only include objects with a Z coordinate (depth) greater than or equal to this value. Only include objects with a Z coordinate (depth) less than or equal to this value. Returns the number of results placed in the results array. Returns a point on the perimeter of the Collider that is closest to the specified position. The position from which to find the closest point on the specified Collider. The Collider on which to find the closest specified position. A point on the perimeter of the Collider that is closest to the specified position. Returns a point on the perimeter of all enabled Colliders attached to the rigidbody that is closest to the specified position. The position from which to find the closest point on the specified rigidbody. The Rigidbody on which to find the closest specified position. A point on the perimeter of a Collider attached to the rigidbody that is closest to the specified position. Layer mask constant that includes all layers participating in raycasts by default. Calculates the minimum distance between two Colliders. A Collider used to calculate the minimum distance against colliderB. A Collider used to calculate the minimum distance against colliderA. The minimum distance between colliderA and colliderB. Retrieves all Colliders in contact with the Collider. The Collider to retrieve contacts for. An array of Collider2D used to receive the results. Returns the number of Colliders placed in the Colliders array. Retrieves all contact points in contact with the Collider. The Collider to retrieve contacts for. An array of ContactPoint2D used to receive the results. Returns the number of contacts placed in the contacts array. Retrieves all contact points in contact with the Collider, with the results filtered by the ContactFilter2D. The Collider to retrieve contacts for. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. An array of ContactPoint2D used to receive the results. Returns the number of contacts placed in the contacts array. Retrieves all Colliders in contact with the Collider, with the results filtered by the ContactFilter2D. The Collider to retrieve contacts for. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. An array of Collider2D used to receive the results. Returns the number of Colliders placed in the Colliders array. Retrieves all contact points in for contacts between with the collider1 and collider2, with the results filtered by the ContactFilter2D. The Collider to check if it has contacts against collider2. The Collider to check if it has contacts against collider1. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. An array of ContactPoint2D used to receive the results. Returns the number of contacts placed in the contacts array. Retrieves all contact points in contact with any of the Collider(s) attached to this rigidbody. The rigidbody to retrieve contacts for. All Colliders attached to this rigidbody will be checked. An array of ContactPoint2D used to receive the results. Returns the number of contacts placed in the contacts array. Retrieves all Colliders in contact with any of the Collider(s) attached to this rigidbody. The rigidbody to retrieve contacts for. All Colliders attached to this rigidbody will be checked. An array of Collider2D used to receive the results. Returns the number of Colliders placed in the Colliders array. Retrieves all contact points in contact with any of the Collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D. The rigidbody to retrieve contacts for. All Colliders attached to this rigidbody will be checked. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. An array of ContactPoint2D used to receive the results. Returns the number of contacts placed in the contacts array. Retrieves all Colliders in contact with any of the Collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D. The rigidbody to retrieve contacts for. All Colliders attached to this rigidbody will be checked. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. An array of Collider2D used to receive the results. Returns the number of Colliders placed in the Colliders array. Retrieves all Colliders in contact with the Collider. The Collider to retrieve contacts for. A list of Collider2D used to receive the results. Returns the number of Colliders placed in the Colliders list. Retrieves all Colliders in contact with the Collider, with the results filtered by the contactFilter2D. The Collider to retrieve contacts for. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. A list of Collider2D used to receive the results. Returns the number of Colliders placed in the Colliders list. Retrieves all contact points in contact with the Collider. The Collider to retrieve contacts for. A list of ContactPoint2D used to receive the results. Returns the number of contacts placed in the contacts list. Retrieves all contact points in contact with the Collider, with the results filtered by the contactFilter2D. The Collider to retrieve contacts for. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. A list of ContactPoint2D used to receive the results. Returns the number of contacts placed in the contacts list. Retrieves all contact points in for contacts between with the collider1 and collider2, with the results filtered by the contactFilter2D. The Collider to check if it has contacts against collider2. The Collider to check if it has contacts against collider1. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. A list of ContactPoint2D used to receive the results. Returns the number of contacts placed in the contacts list. Retrieves all Colliders in contact with any of the Collider(s) attached to this Rigidbody. The Rigidbody to retrieve contacts for. All Colliders attached to this Rigidbody will be checked. A list of Collider2D used to receive the results. Returns the number of Colliders placed in the Colliders list. Retrieves all Colliders in contact with any of the Collider(s) attached to this Rigidbody, with the results filtered by the contactFilter2D. The Rigidbody to retrieve contacts for. All Colliders attached to this Rigidbody will be checked. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. A list of Collider2D used to receive the results. Returns the number of Colliders placed in the Colliders list. Retrieves all contact points in contact with any of the Collider(s) attached to this Rigidbody. The Rigidbody to retrieve contacts for. All Colliders attached to this Rigidbody will be checked. A list of ContactPoint2D used to receive the results. Returns the number of contacts placed in the contacts list. Retrieves all Colliders in contact with any of the Collider(s) attached to this Rigidbody, with the results filtered by the contactFilter2D. The Rigidbody to retrieve contacts for. All Colliders attached to this Rigidbody will be checked. Returns the number of contacts placed in the contacts list. A list of ContactPoint2D used to receive the results. Returns the number of contacts placed in the contacts list. Checks whether the collision detection system will ignore all collisionstriggers between collider1 and collider2/ or not. The first Collider to compare to collider2. The second Collider to compare to collider1. Whether the collision detection system will ignore all collisionstriggers between collider1 and collider2/ or not. Checks whether collisions between the specified layers be ignored or not. ID of first layer. ID of second layer. Whether collisions between the specified layers be ignored or not. Get the collision layer mask that indicates which layer(s) the specified layer can collide with. The layer to retrieve the collision layer mask for. A mask where each bit indicates a layer and whether it can collide with layer or not. Cast a 3D ray against the Colliders in the Scene returning the first Collider along the ray. The 3D ray defining origin and direction to test. The maximum distance over which to cast the ray. Filter to detect Colliders only on certain layers. The cast results returned. Cast a 3D ray against the Colliders in the Scene returning all the Colliders along the ray. The 3D ray defining origin and direction to test. The maximum distance over which to cast the ray. Filter to detect Colliders only on certain layers. The cast results returned. Cast a 3D ray against the Colliders in the Scene returning the Colliders along the ray. Note: This method will be deprecated in a future build and it is recommended to use GetRayIntersection instead. The 3D ray defining origin and direction to test. The maximum distance over which to cast the ray. Filter to detect Colliders only on certain layers. Array to receive results. The number of results returned. Makes the collision detection system ignore all collisionstriggers between collider1 and collider2/. The first Collider to compare to collider2. The second Collider to compare to collider1. Whether collisionstriggers between collider1 and collider2/ should be ignored or not. Choose whether to detect or ignore collisions between a specified pair of layers. ID of the first layer. ID of the second layer. Should collisions between these layers be ignored? Layer mask constant for the default layer that ignores raycasts. Checks whether the passed Colliders are in contact or not. The Collider to check if it is touching collider2. The Collider to check if it is touching collider1. Whether collider1 is touching collider2 or not. Checks whether the passed Colliders are in contact or not. The Collider to check if it is touching any other Collider filtered by the contactFilter. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. Whether the Collider is touching any other Collider filtered by the contactFilter or not. Checks whether the passed Colliders are in contact or not. The Collider to check if it is touching collider2. The Collider to check if it is touching collider1. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. Whether collider1 is touching collider2 or not. Checks whether the Collider is touching any Colliders on the specified layerMask or not. The Collider to check if it is touching Colliders on the layerMask. Any Colliders on any of these layers count as touching. Whether the Collider is touching any Colliders on the specified layerMask or not. Casts a line segment against Colliders in the Scene. The start point of the line in world space. The end point of the line in world space. Filter to detect Colliders only on certain layers. Only include objects with a Z coordinate (depth) greater than or equal to this value. Only include objects with a Z coordinate (depth) less than or equal to this value. The cast results returned. Casts a line segment against Colliders in the Scene with results filtered by ContactFilter2D. The start point of the line in world space. The end point of the line in world space. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. The array to receive results. The size of the array determines the maximum number of results that can be returned. Returns the number of results placed in the results array. Casts a line segment against Colliders in the Scene with results filtered by ContactFilter2D. The start point of the line in world space. The end point of the line in world space. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. The list to receive results. Returns the number of results placed in the results list. Casts a line against Colliders in the Scene. The start point of the line in world space. The end point of the line in world space. Filter to detect Colliders only on certain layers. Only include objects with a Z coordinate (depth) greater than or equal to this value. Only include objects with a Z coordinate (depth) less than or equal to this value. The cast results returned. Casts a line against Colliders in the Scene. Note: This method will be deprecated in a future build and it is recommended to use Linecast instead. Only include objects with a Z coordinate (depth) greater than or equal to this value. Only include objects with a Z coordinate (depth) less than or equal to this value. The start point of the line in world space. The end point of the line in world space. Returned array of objects that intersect the line. Filter to detect Colliders only on certain layers. Returns the number of results placed in the results array. The maximum number of vertices allowed per primitive polygon shape type (PhysicsShapeType2D.Polygon). (Read Only) Checks if a Collider falls within a rectangular area. One corner of the rectangle. Diagonally opposite the point A corner of the rectangle. Filter to check objects only on specific layers. Only include objects with a Z coordinate (depth) greater than or equal to this value. Only include objects with a Z coordinate (depth) less than or equal to this value. The Collider overlapping the area. Checks if a Collider falls within a rectangular area. One corner of the rectangle. Diagonally opposite the point A corner of the rectangle. The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. The array to receive results. The size of the array determines the maximum number of results that can be returned. Returns the number of results placed in the results array. Checks if a Collider falls within a rectangular area. One corner of the rectangle. Diagonally opposite the point A corner of the rectangle. The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. The list to receive results. Returns the number of results placed in the results list. Get a list of all Colliders that fall within a rectangular area. One corner of the rectangle. Diagonally opposite the point A corner of the rectangle. Filter to check objects only on specific layers. Only include objects with a Z coordinate (depth) greater than or equal to this value. Only include objects with a Z coordinate (depth) less than or equal to this value. The cast results returned. Get a list of all Colliders that fall within a specified area. Note: This method will be deprecated in a future build and it is recommended to use OverlapArea instead. One corner of the rectangle. Diagonally opposite the point A corner of the rectangle. Array to receive results. Filter to check objects only on specified layers. Only include objects with a Z coordinate (depth) greater than or equal to this value. Only include objects with a Z coordinate (depth) less than or equal to this value. Returns the number of results placed in the results array. Checks if a Collider falls within a box area. The center of the box. The size of the box. The angle of the box. Filter to check objects only on specific layers. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. The Collider overlapping the box. Checks if a Collider falls within a box area. The center of the box. The size of the box. The angle of the box. The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. The array to receive results. The size of the array determines the maximum number of results that can be returned. Returns the number of results placed in the results array. Checks if a Collider falls within a box area. The center of the box. The size of the box. The angle of the box. The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. The list to receive results. Returns the number of results placed in the results list. Get a list of all Colliders that fall within a box area. The center of the box. The size of the box. The angle of the box. Filter to check objects only on specific layers. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. The cast results returned. Get a list of all Colliders that fall within a box area. Note: This method will be deprecated in a future build and it is recommended to use OverlapBox instead. The center of the box. The size of the box. The angle of the box. Array to receive results. Filter to check objects only on specific layers. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. Returns the number of results placed in the results array. Checks if a Collider falls within a capsule area. The center of the capsule. The size of the capsule. The direction of the capsule. The angle of the capsule. Filter to check objects only on specific layers. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. The Collider overlapping the capsule. Checks if a Collider falls within a capsule area. The center of the capsule. The size of the capsule. The direction of the capsule. The angle of the capsule. The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. The array to receive results. The size of the array determines the maximum number of results that can be returned. Returns the number of results placed in the results array. Checks if a Collider falls within a capsule area. The center of the capsule. The size of the capsule. The direction of the capsule. The angle of the capsule. The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. The list to receive results. Returns the number of results placed in the results list. Get a list of all Colliders that fall within a capsule area. The center of the capsule. The size of the capsule. The direction of the capsule. The angle of the capsule. Filter to check objects only on specific layers. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. The cast results returned. Get a list of all Colliders that fall within a capsule area. Note: This method will be deprecated in a future build and it is recommended to use OverlapCapsule instead. The center of the capsule. The size of the capsule. The direction of the capsule. The angle of the capsule. Array to receive results. Filter to check objects only on specific layers. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. Returns the number of results placed in the results array. Checks if a Collider falls within a circular area. Centre of the circle. The radius of the circle. Filter to check objects only on specific layers. Only include objects with a Z coordinate (depth) greater than or equal to this value. Only include objects with a Z coordinate (depth) less than or equal to this value. The Collider overlapping the circle. Checks if a Collider is within a circular area. Centre of the circle. The radius of the circle. The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. The array to receive results. The size of the array determines the maximum number of results that can be returned. Returns the number of results placed in the results array. Checks if a Collider is within a circular area. Centre of the circle. The radius of the circle. The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. The list to receive results. Returns the number of results placed in the results list. Get a list of all Colliders that fall within a circular area. The center of the circle. The radius of the circle. Filter to check objects only on specified layers. Only include objects with a Z coordinate (depth) greater than or equal to this value. Only include objects with a Z coordinate (depth) less than or equal to this value. The cast results. Get a list of all Colliders that fall within a circular area. Note: This method will be deprecated in a future build and it is recommended to use OverlapCircle instead. The center of the circle. The radius of the circle. Array to receive results. Filter to check objects only on specific layers. Only include objects with a Z coordinate (depth) greater than or equal to this value. Only include objects with a Z coordinate (depth) less than or equal to this value. Returns the number of results placed in the results array. Gets a list of all Colliders that overlap the given Collider. The Collider that defines the area used to query for other Collider overlaps. The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. The array to receive results. The size of the array determines the maximum number of results that can be returned. Returns the number of results placed in the results array. Gets a list of all Colliders that overlap the given Collider. The Collider that defines the area used to query for other Collider overlaps. The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. The list to receive results. Returns the number of results placed in the results list. Checks if a Collider overlaps a point in space. A point in world space. Filter to check objects only on specific layers. Only include objects with a Z coordinate (depth) greater than or equal to this value. Only include objects with a Z coordinate (depth) less than or equal to this value. The Collider overlapping the point. Checks if a Collider overlaps a point in world space. A point in world space. The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. The array to receive results. The size of the array determines the maximum number of results that can be returned. Returns the number of results placed in the results array. Checks if a Collider overlaps a point in world space. A point in world space. The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. The list to receive results. Returns the number of results placed in the results list. Get a list of all Colliders that overlap a point in space. Only include objects with a Z coordinate (depth) greater than or equal to this value. Only include objects with a Z coordinate (depth) less than or equal to this value. A point in space. Filter to check objects only on specific layers. The cast results returned. Get a list of all Colliders that overlap a point in space. Note: This method will be deprecated in a future build and it is recommended to use OverlapPoint instead. Only include objects with a Z coordinate (depth) greater than or equal to this value. Only include objects with a Z coordinate (depth) less than or equal to this value. A point in space. Array to receive results. Filter to check objects only on specific layers. Returns the number of results placed in the results array. Casts a ray against Colliders in the Scene. The point in 2D space where the ray originates. A vector representing the direction of the ray. The maximum distance over which to cast the ray. Filter to detect Colliders only on certain layers. Only include objects with a Z coordinate (depth) greater than or equal to this value. Only include objects with a Z coordinate (depth) less than or equal to this value. The cast results returned. Casts a ray against Colliders in the Scene. The point in 2D space where the ray originates. A vector representing the direction of the ray. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. The array to receive results. The size of the array determines the maximum number of results that can be returned. The maximum distance over which to cast the ray. Returns the number of results placed in the results array. Casts a ray against Colliders in the Scene. The point in 2D space where the ray originates. A vector representing the direction of the ray. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. The list to receive results. The maximum distance over which to cast the ray. Returns the number of results placed in the results list. Casts a ray against Colliders in the Scene, returning all Colliders that contact with it. The point in 2D space where the ray originates. A vector representing the direction of the ray. The maximum distance over which to cast the ray. Filter to detect Colliders only on certain layers. Only include objects with a Z coordinate (depth) greater than or equal to this value. Only include objects with a Z coordinate (depth) less than or equal to this value. The cast results returned. Casts a ray into the Scene. Note: This method will be deprecated in a future build and it is recommended to use Raycast instead. Only include objects with a Z coordinate (depth) greater than or equal to this value. Only include objects with a Z coordinate (depth) less than or equal to this value. The point in 2D space where the ray originates. A vector representing the direction of the ray. Array to receive results. The maximum distance over which to cast the ray. Filter to check objects only on specific layers. Returns the number of results placed in the results array. Set the collision layer mask that indicates which layer(s) the specified layer can collide with. The layer to set the collision layer mask for. A mask where each bit indicates a layer and whether it can collide with layer or not. Simulate physics in the Scene. The time to advance physics by. Whether the simulation was run or not. Running the simulation during physics callbacks will always fail. Synchronizes. A set of options that control how physics operates when using the job system to multithread the physics simulation. Controls the minimum number of bodies to be cleared in each simulation job. Controls the minimum number of flags to be cleared in each simulation job. Controls the minimum number of contacts to collide in each simulation job. Controls the minimum number of nearest contacts to find in each simulation job. Controls the minimum number of Rigidbody2D being interpolated in each simulation job. Controls the minimum number of bodies to solve in each simulation job when performing island solving. Scales the cost of each body during discrete island solving. Scales the cost of each contact during discrete island solving. Controls the minimum number of contacts to solve in each simulation job when performing island solving. The minimum threshold cost of all bodies, contacts and joints in an island during discrete island solving. Scales the cost of each joint during discrete island solving. Controls the minimum number of new contacts to find in each simulation job. Controls the minimum number of fixtures to synchronize in the broadphase during continuous island solving in each simulation job. Controls the minimum number of fixtures to synchronize in the broadphase during discrete island solving in each simulation job. Controls the minimum number of trigger contacts to update in each simulation job. Should physics simulation sort multi-threaded results to maintain processing order consistency? Should physics simulation use multithreading? Asset type that defines the surface properties of a Collider2D. The degree of elasticity during collisions. Coefficient of friction. Represents a single instance of a 2D physics Scene. Casts a box against colliders in the PhysicsScene2D, returning the first intersection only. The point in 2D space where the box originates. The size of the box. The angle of the box (in degrees). Vector representing the direction to cast the box. Maximum distance over which to cast the box. Filter to detect colliders only on certain layers. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. The cast results returned. Casts a box against colliders in the PhysicsScene2D, returning the first intersection only. The point in 2D space where the box originates. The size of the box. The angle of the box (in degrees). Vector representing the direction to cast the box. Maximum distance over which to cast the box. Filter to detect colliders only on certain layers. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. The cast results returned. Casts a box against the colliders in the PhysicsScene2D, returning all intersections. The point in 2D space where the box originates. The size of the box. The angle of the box (in degrees). Vector representing the direction to cast the box. Maximum distance over which to cast the box. The array to receive results. The size of the array determines the maximum number of results that can be returned. Filter to detect colliders only on certain layers. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. Returns the number of results placed in the results array. Casts a box against the colliders in the PhysicsScene2D, returning all intersections. The point in 2D space where the box originates. The size of the box. The angle of the box (in degrees). Vector representing the direction to cast the box. Maximum distance over which to cast the box. The array to receive results. The size of the array determines the maximum number of results that can be returned. Filter to detect colliders only on certain layers. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. Returns the number of results placed in the results array. Casts a box against the Colliders in the PhysicsScene2D, returning all intersections. The point in 2D space where the box originates. The size of the box. The angle of the box (in degrees). Vector representing the direction to cast the box. Maximum distance over which to cast the box. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. The list to receive results. Returns the number of results placed in the results list. Casts a capsule against colliders in the PhysicsScene2D, returning the first intersection only. The point in 2D space where the capsule originates. The size of the capsule. The direction of the capsule. The angle of the capsule (in degrees). Vector representing the direction to cast the capsule. Maximum distance over which to cast the capsule. The filter used to detect Colliders only on certain layers. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. The cast results returned. Casts a capsule against colliders in the PhysicsScene2D, returning the first intersection only. The point in 2D space where the capsule originates. The size of the capsule. The direction of the capsule. The angle of the capsule (in degrees). Vector representing the direction to cast the capsule. Maximum distance over which to cast the capsule. The filter used to detect Colliders only on certain layers. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. The cast results returned. Casts a capsule against the Colliders in the PhysicsScene2D, returning all intersections. The point in 2D space where the capsule originates. The size of the capsule. The direction of the capsule. The angle of the capsule (in degrees). Vector representing the direction to cast the capsule. Maximum distance over which to cast the capsule. The array to receive results. The size of the array determines the maximum number of results that can be returned. The filter used to detect Colliders only on certain layers. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. Returns the number of results placed in the results array. Casts a capsule against the Colliders in the PhysicsScene2D, returning all intersections. The point in 2D space where the capsule originates. The size of the capsule. The direction of the capsule. The angle of the capsule (in degrees). Vector representing the direction to cast the capsule. Maximum distance over which to cast the capsule. The array to receive results. The size of the array determines the maximum number of results that can be returned. The filter used to detect Colliders only on certain layers. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. Returns the number of results placed in the results array. Casts a capsule against the Colliders in the PhysicsScene2D, returning all intersections. The point in 2D space where the capsule originates. The size of the capsule. The direction of the capsule. The angle of the capsule (in degrees). Vector representing the direction to cast the capsule. Maximum distance over which to cast the capsule. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. The list to receive results. Returns the number of results placed in the results list. Casts a circle against colliders in the PhysicsScene2D, returning the first intersection only. The point in 2D space where the circle originates. The radius of the circle. Vector representing the direction to cast the circle. Maximum distance over which to cast the circle. The filter used to detect Colliders only on certain layers. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. The cast results returned. Casts a circle against colliders in the PhysicsScene2D, returning the first intersection only. The point in 2D space where the circle originates. The radius of the circle. Vector representing the direction to cast the circle. Maximum distance over which to cast the circle. The filter used to detect Colliders only on certain layers. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. The cast results returned. Casts a circle against the colliders in the PhysicsScene2D, returning all intersections. The point in 2D space where the circle originates. The radius of the circle. Vector representing the direction to cast the circle. Maximum distance over which to cast the circle. The array to receive results. The size of the array determines the maximum number of results that can be returned. The filter used to detect Colliders only on certain layers. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. Returns the number of results placed in the results array. Casts a circle against the colliders in the PhysicsScene2D, returning all intersections. The point in 2D space where the circle originates. The radius of the circle. Vector representing the direction to cast the circle. Maximum distance over which to cast the circle. The array to receive results. The size of the array determines the maximum number of results that can be returned. The filter used to detect Colliders only on certain layers. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. Returns the number of results placed in the results array. Casts a circle against the Colliders in the PhysicsScene2D, returning all intersections. The point in 2D space where the circle originates. The radius of the circle. Vector representing the direction to cast the circle. Maximum distance over which to cast the circle. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. The list to receive results. Returns the number of results placed in the results list. Cast a 3D ray against the colliders in the PhysicsScene2D, returning the first intersection only. The 3D ray defining origin and direction to test. Maximum distance over which to cast the ray. Filter to detect colliders only on certain layers. The cast results returned. Cast a 3D ray against the colliders in the PhysicsScene2D, returning all intersections. The 3D ray defining origin and direction to test. Maximum distance over which to cast the ray. The array to receive results. The size of the array determines the maximum number of results that can be returned. Filter to detect colliders only on certain layers. The number of results returned. Determines whether the physics Scene is empty or not. True when the physics Scene is empty. Determines whether the physics Scene is valid or not. True when the physics Scene valid. Casts a line segment against colliders in the PhysicsScene2D, returning the first intersection only. The start point of the line in world space. The end point of the line in world space. The filter used to detect Colliders only on certain layers. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. The cast results returned. Casts a line segment against colliders in the PhysicsScene2D, returning the first intersection only. The start point of the line in world space. The end point of the line in world space. The filter used to detect Colliders only on certain layers. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. The cast results returned. Casts a line segment against colliders in the PhysicsScene2D. The start point of the line in world space. The end point of the line in world space. The array to receive results. The size of the array determines the maximum number of results that can be returned. The filter used to detect Colliders only on certain layers. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. Returns the number of results placed in the results array. Casts a line segment against colliders in the PhysicsScene2D. The start point of the line in world space. The end point of the line in world space. The array to receive results. The size of the array determines the maximum number of results that can be returned. The filter used to detect Colliders only on certain layers. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. Returns the number of results placed in the results array. Casts a line segment against Colliders in the PhysicsScene2D. The start point of the line in world space. The end point of the line in world space. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. The listto receive results. Returns the number of results placed in the results list. Checks an area (non-rotated box) against Colliders in the PhysicsScene2D, returning the first intersection only. One corner of the rectangle. The corner of the rectangle diagonally opposite the pointA corner. Filter to check objects only on specific layers. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. The collider overlapping the area. Checks an area (non-rotated box) against Colliders in the PhysicsScene2D, returning the first intersection only. One corner of the rectangle. The corner of the rectangle diagonally opposite the pointA corner. Filter to check objects only on specific layers. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. The collider overlapping the area. Checks an area (non-rotated box) against Colliders in the PhysicsScene2D, returning all intersections. One corner of the rectangle. The corner of the rectangle diagonally opposite the pointA corner. The array to receive results. The size of the array determines the maximum number of results that can be returned. Filter to check objects only on specific layers. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. Returns the number of results placed in the results array. Checks an area (non-rotated box) against Colliders in the PhysicsScene2D, returning all intersections. One corner of the rectangle. The corner of the rectangle diagonally opposite the pointA corner. The array to receive results. The size of the array determines the maximum number of results that can be returned. Filter to check objects only on specific layers. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. Returns the number of results placed in the results array. Checks an area (non-rotated box) against Colliders in the PhysicsScene2D, returning all intersections. One corner of the rectangle. The corner of the rectangle diagonally opposite the pointA corner. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. The list to receive results. Returns the number of results placed in the results list. Checks a box against Colliders in the PhysicsScene2D, returning the first intersection only. The center of the box. The size of the box. The angle of the box. Filter to check objects only on specific layers. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. The collider overlapping the box. Checks a box against Colliders in the PhysicsScene2D, returning the first intersection only. The center of the box. The size of the box. The angle of the box. Filter to check objects only on specific layers. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. The collider overlapping the box. Checks a box against Colliders in the PhysicsScene2D, returning all intersections. The center of the box. The size of the box. The angle of the box. The array to receive results. The size of the array determines the maximum number of results that can be returned. Filter to check objects only on specific layers. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. Returns the number of results placed in the results array. Checks a box against Colliders in the PhysicsScene2D, returning all intersections. The center of the box. The size of the box. The angle of the box. The array to receive results. The size of the array determines the maximum number of results that can be returned. Filter to check objects only on specific layers. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. Returns the number of results placed in the results array. Checks a box against Colliders in the PhysicsScene2D, returning all intersections. The center of the box. The size of the box. The angle of the box. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. The list to receive results. Returns the number of results placed in the results list. Checks a capsule against Colliders in the PhysicsScene2D, returning the first intersection only. The center of the capsule. The size of the capsule. The direction of the capsule. The angle of the capsule. Filter to check objects only on specific layers. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. The collider overlapping the capsule. Checks a capsule against Colliders in the PhysicsScene2D, returning the first intersection only. The center of the capsule. The size of the capsule. The direction of the capsule. The angle of the capsule. Filter to check objects only on specific layers. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. The collider overlapping the capsule. Checks a capsule against Colliders in the PhysicsScene2D, returning all intersections. The center of the capsule. The size of the capsule. The direction of the capsule. The angle of the capsule. The array to receive results. The size of the array determines the maximum number of results that can be returned. Filter to check objects only on specific layers. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. Returns the number of results placed in the results array. Checks a capsule against Colliders in the PhysicsScene2D, returning all intersections. The center of the capsule. The size of the capsule. The direction of the capsule. The angle of the capsule. The array to receive results. The size of the array determines the maximum number of results that can be returned. Filter to check objects only on specific layers. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. Returns the number of results placed in the results array. Checks a capsule against Colliders in the PhysicsScene2D, returning all intersections. The center of the capsule. The size of the capsule. The direction of the capsule. The angle of the capsule. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. The list to receive results. Returns the number of results placed in the results list. Checks a circle against Colliders in the PhysicsScene2D, returning the first intersection only. The centre of the circle. The radius of the circle. Filter to check objects only on specific layers. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. The collider overlapping the circle. Checks a circle against Colliders in the PhysicsScene2D, returning the first intersection only. The centre of the circle. The radius of the circle. Filter to check objects only on specific layers. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. The collider overlapping the circle. Checks a circle against Colliders in the PhysicsScene2D, returning all intersections. The centre of the circle. The radius of the circle. The array to receive results. The size of the array determines the maximum number of results that can be returned. Filter to check objects only on specific layers. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. Returns the number of results placed in the results array. Checks a circle against Colliders in the PhysicsScene2D, returning all intersections. The centre of the circle. The radius of the circle. The array to receive results. The size of the array determines the maximum number of results that can be returned. Filter to check objects only on specific layers. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. Returns the number of results placed in the results array. Checks a circle against Colliders in the PhysicsScene2D, returning all intersections. The centre of the circle. The radius of the circle. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. The list to receive results. Returns the number of results placed in the results list. Checks a Collider against Colliders in the PhysicsScene2D, returning all intersections. The Collider that defines the area used to query for other Collider overlaps. The array to receive results. The size of the array determines the maximum number of results that can be returned. Filter to check objects only on specific layers. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. Returns the number of results placed in the results array. Checks a Collider against Colliders in the PhysicsScene2D, returning all intersections. The Collider that defines the area used to query for other Collider overlaps. The array to receive results. The size of the array determines the maximum number of results that can be returned. Filter to check objects only on specific layers. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. Returns the number of results placed in the results array. Checks a Collider against Colliders in the PhysicsScene2D, returning all intersections. The Collider that defines the area used to query for other Collider overlaps. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. The list to receive results. Returns the number of results placed in the results list. Checks a point against Colliders in the PhysicsScene2D, returning the first intersection only. A point in world space. Filter to check objects only on specific layers. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. The collider overlapping the point. Checks a point against Colliders in the PhysicsScene2D, returning the first intersection only. A point in world space. Filter to check objects only on specific layers. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. The collider overlapping the point. Checks a point against Colliders in the PhysicsScene2D, returning all intersections. A point in world space. The array to receive results. The size of the array determines the maximum number of results that can be returned. Filter to check objects only on specific layers. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. Returns the number of results placed in the results array. Checks a point against Colliders in the PhysicsScene2D, returning all intersections. A point in world space. The array to receive results. The size of the array determines the maximum number of results that can be returned. Filter to check objects only on specific layers. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. Returns the number of results placed in the results array. Checks a point against Colliders in the PhysicsScene2D, returning all intersections. A point in world space. The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. The list to receive results. Returns the number of results placed in the results list. Casts a ray against colliders in the PhysicsScene2D, returning the first intersection only. The point in 2D space where the ray originates. The vector representing the direction of the ray. Maximum distance over which to cast the ray. The filter used to detect Colliders only on certain layers. The contact filter used to filter the results differently, such as by layer mask and Z depth, or normal angle. The cast results returned. Casts a ray against colliders in the PhysicsScene2D, returning the first intersection only. The point in 2D space where the ray originates. The vector representing the direction of the ray. Maximum distance over which to cast the ray. The filter used to detect Colliders only on certain layers. The contact filter used to filter the results differently, such as by layer mask and Z depth, or normal angle. The cast results returned. Casts a ray against colliders the PhysicsScene2D, returning all intersections. The point in 2D space where the ray originates. The vector representing the direction of the ray. Maximum distance over which to cast the ray. The filter used to detect Colliders only on certain layers. The contact filter used to filter the results differently, such as by layer mask and Z depth, or normal angle. The array to receive results. The size of the array determines the maximum number of results that can be returned. Returns the number of results placed in the results array. Casts a ray against colliders the PhysicsScene2D, returning all intersections. The point in 2D space where the ray originates. The vector representing the direction of the ray. Maximum distance over which to cast the ray. The filter used to detect Colliders only on certain layers. The contact filter used to filter the results differently, such as by layer mask and Z depth, or normal angle. The array to receive results. The size of the array determines the maximum number of results that can be returned. Returns the number of results placed in the results array. Casts a ray against Colliders the PhysicsScene2D, returning all intersections. The point in 2D space where the ray originates. The vector representing the direction of the ray. Maximum distance over which to cast the ray. The contact filter used to filter the results differently, such as by layer mask and Z depth, or normal angle. The list to receive results. Returns the number of results placed in the results list. Simulate physics associated with this PhysicsScene. The time to advance physics by. Whether the simulation was run or not. Running the simulation during physics callbacks will always fail. Scene extensions to access the underlying physics scene. An extension method that returns the 2D physics Scene from the Scene. The Scene from which to return the 2D physics Scene. The 2D physics Scene used by the Scene. Represents an efficient low-level physics shape used by the physics engine. Defines the position of a virtual point adjacent to the end vertex of an edge shape. Defines the position of a virtual point adjacent to the start vertex of an edge shape. The radius of the shape. The shape type determines how the vertices and radius are used by this PhysicsShape2D. When the value is true, then the shape will use the PhysicsShape2D.adjacentEnd|adjacentEnd feature. When the value is false, then the shape will not use the PhysicsShape2D.adjacentEnd|adjacentEnd feature. When the value is true, then the shape will use the PhysicsShape2D.adjacentStart|adjacentStart feature. When the value is false, then the shape will not use the PhysicsShape2D.adjacentEnd|adjacentStart feature. The total number of vertices used to represent the PhysicsShape2D.shapeType|shape type. The start index for the geometry of this shape within the PhysicsShapeGroup2D. Represents a group of PhysicsShape2D and their geometry. Gets or sets a matrix that transforms the PhysicsShapeGroup2D vertices from local space into world space. The total number of PhysicsShape2D in the shape group. (Read Only) The total number of vertices in the shape group used to represent all PhysicsShape2D within it. (Read Only) Adds a copy of all the PhysicsShape2D and their geometry from the specified physicsShapeGroup into this shape group. The specified physicsShapeGroup is not modified. The PhysicsShapeGroup2D to add to this shape group. (Read Only) Adds a box shape (PhysicsShapeType2D.Polygon) to the shape group. The center point of the box shape. This is analogous to Collider2D.offset. The size of the box. This is identical to BoxCollider2D.size. The angle in degrees the box should be rotated around the center. The radius extending around the edges of the box. This is identical to BoxCollider2D.edgeRadius. Returns the shape index the shape was added to in the PhysicsShapeGroup2D. This index is used as the main reference when retrieving a shape. Adds a capsule shape (PhysicsShapeType2D.Capsule) to the shape group. The position of one end of a capsule shape. This point represents the center point of a logical circle at the end of a capsule. The position of the opposite end of a capsule shape. This point represents the center point of a logical circle at the opposite end of a capsule. The radius of the capsule defining a radius around the vertex0 and vertex1 and the area between them. Returns the shape index the shape was added to in the PhysicsShapeGroup2D. This index is used as the main reference when retrieving a shape. Adds a circle shape (PhysicsShapeType2D.Circle) to the shape group. The center point of the circle shape. This is analogous to Collider2D.offset. The radius of the circle defining a radius around the center. This is identical to CircleCollider2D.radius. Returns the shape index the shape was added to in the PhysicsShapeGroup2D. This index is used as the main reference when retrieving a shape. Adds an edges shape (PhysicsShapeType2D.Edges) to the shape group. A list of vertices that represent a continuous set of edges with each vertex connecting to the following vertex to form each edge. The radius extending around each edge. This is identical to EdgeCollider2D.edgeRadius. Returns the shape index the shape was added to in the PhysicsShapeGroup2D. This index is used as the main reference when retrieving a shape. Adds an edge shape (PhysicsShapeType2D.Edges) to the shape group supporting adjacent start and end vertices. A list of vertices that represent a continuous set of edges with each vertex connecting to the following vertex to form each edge. The radius extending around each edge. This is identical to EdgeCollider2D.edgeRadius. When the value is true, the adjacentStart argument is used. When the value is false, the adjacentStart argument is not used. When the value is true, the adjacentEnd argument is used. When the value is false, the adjacentEnd argument is not used. Defines the position of a virtual point adjacent to the start vertex of an edge shape. Defines the position of a virtual point adjacent to the end vertex of an edge shape. Returns the shape index the shape was added to in the PhysicsShapeGroup2D. This index is used as the main reference when retrieving a shape. Adds a polygon shape (PhysicsShapeType2D.Polygon) to the shape group. A list of vertices that represent a continuous set of edges of a convex polygon with each vertex connecting to the following vertex to form each edge. The final vertex implicitly connects to the first vertex. The maximum allowed list length is defined by Physics2D.MaxPolygonShapeVertices. Returns the shape index the shape was added to in the PhysicsShapeGroup2D. This index is used as the main reference when retrieving a shape. Clears all the vertices and shapes from the PhysicsShapeGroup. Initializes and returns an instance of PhysicsShapeGroup2D. The shape group will be empty and ready for use by Collider2D.GetShapes, Rigidbody2D.GetShapes or manually adding shapes. The initial capacity of the PhysicsShape2D list used to contain the shapes. The initial capacity of the Vector2|vertices list used to contain the shape geometry. When destroying a shape at the specified shapeIndex, all other shapes that exist above the specified shapeIndex will have their shape indices updated appropriately. The index of the shape stored the PhysicsShapeGroup2D. Gets the PhysicsShape2D stored at the specified shapeIndex. The index of the shape stored the PhysicsShapeGroup2D. The shape index is zero-based with the shape group having a quantity of shapes specified by PhysicsShapeGroup2D.shapeCount|shapeCount. Returns the shape stored at the specified shapeIndex. Gets a copy of both the shapes and vertices in the PhysicsShapeGroup2D. A list that will be populated with a copy of all the shapes in the PhysicsShapeGroup2D. A list that will be populated with a copy of all the vertices in the PhysicsShapeGroup2D. Gets a copy of both the shapes and vertices in the PhysicsShapeGroup2D. A NativeArray that will be populated with a copy of all the shapes in the PhysicsShapeGroup2D. A NativeArray that will be populated with a copy of all the vertices in the PhysicsShapeGroup2D. Gets a single vertex of a shape. The vertex index is zero-based with the shape having a quantity of vertex specified by PhysicsShape2D.vertexCount. The index of the shape stored in the PhysicsShapeGroup2D. The shape index is zero-based with the shape group having a quantity of shapes specified by PhysicsShapeGroup2D.shapeCount|shapeCount. The index of the shape vertex stored in the PhysicsShapeGroup2D. The vertex index is zero-based with the shape having a quantity of vertex specified by PhysicsShape2D.vertexCount. Returns the specified shape vertex. Gets a copy of the shape vertices in the PhysicsShapeGroup2D. The index of the shape stored in the PhysicsShapeGroup2D. The shape index is zero-based with the shape group having a quantity of shapes specified by PhysicsShapeGroup2D.shapeCount|shapeCount. A list that will be populated with a copy of all the shape vertices in the PhysicsShapeGroup2D. Sets the adjacent vertices of a shape. The index of the shape to be modified that is stored the PhysicsShapeGroup2D. Sets the PhysicsShape2D.useAdjacentStart property of the selected shape. Sets the PhysicsShape2D.useAdjacentEnd property of the selected shape. Sets the PhysicsShape2D.adjacentStart property of the selected shape. Sets the PhysicsShape2D.adjacentEnd property of the selected shape. Sets the radius of a shape. The index of the shape stored in the PhysicsShapeGroup2D. The shape index is zero-based with the shape group having a quantity of shapes specified by PhysicsShapeGroup2D.shapeCount|shapeCount. The value to set the shape radius to. Sets a single vertex of a shape. The index of the shape stored in the PhysicsShapeGroup2D. The shape index is zero-based with the shape group having a quantity of shapes specified by PhysicsShapeGroup2D.shapeCount|shapeCount. The index of the shape vertex stored in the PhysicsShapeGroup2D. The vertex index is zero-based with the shape having a quantity of vertex specified by PhysicsShape2D.vertexCount. The value to set the shape vertex to. Options for indicate which primitive shape type is used to interpret geometry contained within a PhysicsShape2D object. Use a capsule shape to interpret the PhysicsShape2D geometry. Use a circle shape to interpret the PhysicsShape2D geometry. Use multiple edges to interpret the PhysicsShape2D geometry. Use a convex polygon shape to interpret the PhysicsShape2D geometry. A base type for 2D physics components that required a callback during FixedUpdate. Applies "platform" behaviour such as one-way collisions etc. Whether to use one-way collision behaviour or not. The rotational offset angle from the local 'up'. The angle variance centered on the sides of the platform. Zero angle only matches sides 90-degree to the platform "top". The angle of an arc that defines the sides of the platform centered on the local 'left' and 'right' of the effector. Any collision normals within this arc are considered for the 'side' behaviours. Whether bounce should be used on the platform sides or not. Whether friction should be used on the platform sides or not. The angle of an arc that defines the surface of the platform centered of the local 'up' of the effector. Should the one-way collision behaviour be used? Ensures that all contacts controlled by the one-way behaviour act the same. Should bounce be used on the platform sides? Should friction be used on the platform sides? Applies forces to attract/repulse against a point. The angular drag to apply to rigid-bodies. The scale applied to the calculated distance between source and target. The linear drag to apply to rigid-bodies. The magnitude of the force to be applied. The mode used to apply the effector force. The source which is used to calculate the centroid point of the effector. The distance from the target is defined from this point. The target for where the effector applies any force. The variation of the magnitude of the force to be applied. Collider for 2D physics representing an arbitrary polygon defined by its vertices. Determines whether the PolygonCollider2D's shape is automatically updated based on a SpriteRenderer's tiling properties. The number of paths in the polygon. Corner points that define the collider's shape in local space. Creates as regular primitive polygon with the specified number of sides. The number of sides in the polygon. This must be greater than two. The X/Y scale of the polygon. These must be greater than zero. The X/Y offset of the polygon. Gets a path from the Collider by its index. The index of the path to retrieve. An ordered array of the vertices (points) in the selected path. Gets a path from the Collider by its index. The index of the path to retrieve. An ordered list of the vertices (points) in the selected path. Returns the number of results placed in the points list. Return the total number of points in the polygon in all paths. Define a path by its constituent points. Index of the path to set. An ordered array of the vertices (points) that define the path. Define a path by its constituent points. Index of the path to set. An ordered list of the vertices (points) that define the path. Information returned about an object detected by a raycast in 2D physics. The centroid of the primitive used to perform the cast. The collider hit by the ray. The distance from the ray origin to the impact point. Fraction of the distance along the ray that the hit occurred. The normal vector of the surface hit by the ray. The point in world space where the ray hit the collider's surface. The Rigidbody2D attached to the object that was hit. The Transform of the object that was hit. Keeps two Rigidbody2D at their relative orientations. The current angular offset between the Rigidbody2D that the joint connects. Should both the linearOffset and angularOffset be calculated automatically? Scales both the linear and angular forces used to correct the required relative orientation. The current linear offset between the Rigidbody2D that the joint connects. The maximum force that can be generated when trying to maintain the relative joint constraint. The maximum torque that can be generated when trying to maintain the relative joint constraint. The world-space position that is currently trying to be maintained. Rigidbody physics component for 2D sprites. Coefficient of angular drag. Angular velocity in degrees per second. Returns the number of Collider2D attached to this Rigidbody2D. The physical behaviour type of the Rigidbody2D. The center of mass of the rigidBody in local space. The method used by the physics engine to check if two objects have collided. Controls which degrees of freedom are allowed for the simulation of this Rigidbody2D. Coefficient of drag. Should the rigidbody be prevented from rotating? Controls whether physics will change the rotation of the object. The degree to which this object is affected by gravity. The Rigidbody's resistance to changes in angular velocity (rotation). Physics interpolation used between updates. Should this rigidbody be taken out of physics control? Mass of the Rigidbody. The position of the rigidbody. The rotation of the rigidbody. The PhysicsMaterial2D that is applied to all Collider2D attached to this Rigidbody2D. Indicates whether the rigid body should be simulated or not by the physics system. The sleep state that the rigidbody will initially be in. Should the total rigid-body mass be automatically calculated from the Collider2D.density of attached colliders? Should kinematickinematic and kinematicstatic collisions be allowed? Linear velocity of the Rigidbody in units per second. Gets the center of mass of the rigidBody in global space. Apply a force to the rigidbody. Components of the force in the X and Y axes. The method used to apply the specified force. Apply a force at a given position in space. Components of the force in the X and Y axes. Position in world space to apply the force. The method used to apply the specified force. Adds a force to the rigidbody2D relative to its coordinate system. Components of the force in the X and Y axes. The method used to apply the specified force. Apply a torque at the rigidbody's centre of mass. Torque to apply. The force mode to use. All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same Rigidbody2D. Vector representing the direction to cast each Collider2D shape. Array to receive results. Maximum distance over which to cast the Collider(s). Returns the number of results placed in the results array. All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same Rigidbody2D. Vector representing the direction to cast each Collider2D shape. Filter results defined by the contact filter. Array to receive results. Maximum distance over which to cast the Collider(s). Returns the number of results placed in the results array. All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same Rigidbody2D. Vector representing the direction to cast each Collider2D shape. List to receive results. Maximum distance over which to cast the Collider(s). Returns the number of results placed in the results list. All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same Rigidbody2D. Vector representing the direction to cast each Collider2D shape. Filter results defined by the contact filter. List to receive results. Maximum distance over which to cast the Collider(s). Returns the number of results placed in the results list. Returns a point on the perimeter of all enabled Colliders attached to this Rigidbody that is closest to the specified position. The position from which to find the closest point on this Rigidbody. A point on the perimeter of a Collider attached to this rigidbody that is closest to the specified position. Calculates the minimum distance of this collider against all Collider2D attached to this Rigidbody2D. A collider used to calculate the minimum distance against all colliders attached to this Rigidbody2D. The minimum distance of collider against all colliders attached to this Rigidbody2D. Returns all Collider2D that are attached to this Rigidbody2D. An array of Collider2D used to receive the results. Returns the number of Collider2D placed in the results array. Returns all Collider2D that are attached to this Rigidbody2D. A list of Collider2D used to receive the results. Returns the number of Collider2D placed in the results list. Retrieves all contact points for all of the Collider(s) attached to this Rigidbody. An array of ContactPoint2D used to receive the results. Returns the number of contacts placed in the contacts array. Retrieves all Colliders in contact with any of the Collider(s) attached to this Rigidbody. An array of Collider2D used to receive the results. Returns the number of colliders placed in the colliders array. Retrieves all contact points for all of the Collider(s) attached to this Rigidbody, with the results filtered by the ContactFilter2D. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. An array of ContactPoint2D used to receive the results. Returns the number of contacts placed in the contacts array. Retrieves all Colliders in contact with any of the Collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. An array of Collider2D used to receive the results. Returns the number of colliders placed in the colliders array. Retrieves all contact points for all of the Collider(s) attached to this Rigidbody. A list of ContactPoint2D used to receive the results. Returns the number of contacts placed in the contacts list. Retrieves all contact points for all of the Collider(s) attached to this Rigidbody. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. A list of ContactPoint2D used to receive the results. Returns the number of contacts placed in the contacts list. Retrieves all Colliders in contact with any of the Collider(s) attached to this Rigidbody. A list of Collider2D used to receive the results. Returns the number of Colliders placed in the colliders list. Retrieves all Colliders in contact with any of the Collider(s) attached to this Rigidbody. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. A list of Collider2D used to receive the results. Returns the number of Colliders placed in the colliders list. Get a local space point given the point point in rigidBody global space. The global space point to transform into local space. The velocity of the rigidbody at the point Point in global space. The global space point to calculate velocity for. Get a global space point given the point relativePoint in rigidBody local space. The local space point to transform into global space. The velocity of the rigidbody at the point Point in local space. The local space point to calculate velocity for. Get a global space vector given the vector relativeVector in rigidBody local space. The local space vector to transform into a global space vector. Gets all the PhysicsShape2D used by all Collider2D attached to the Rigidbody2D. The PhysicsShapeGroup2D to store the retrieved PhysicsShape2D in. Returns the number of PhysicsShape2D retrieved from the Rigidbody2D. Get a local space vector given the vector vector in rigidBody global space. The global space vector to transform into a local space vector. Is the rigidbody "awake"? Is the rigidbody "sleeping"? Checks whether the collider is touching any of the collider(s) attached to this rigidbody or not. The collider to check if it is touching any of the collider(s) attached to this rigidbody. Whether the collider is touching any of the collider(s) attached to this rigidbody or not. Checks whether the collider is touching any of the collider(s) attached to this rigidbody or not with the results filtered by the ContactFilter2D. The collider to check if it is touching any of the collider(s) attached to this rigidbody. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. Whether the collider is touching any of the collider(s) attached to this rigidbody or not. Checks whether any collider is touching any of the collider(s) attached to this rigidbody or not with the results filtered by the ContactFilter2D. The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. Whether any collider is touching any of the collider(s) attached to this rigidbody or not. Checks whether any of the collider(s) attached to this rigidbody are touching any colliders on the specified layerMask or not. Any colliders on any of these layers count as touching. Whether any of the collider(s) attached to this rigidbody are touching any colliders on the specified layerMask or not. Moves the rigidbody to position. The new position for the Rigidbody object. Rotates the Rigidbody to angle (given in degrees). The new rotation angle for the Rigidbody object. An overload of MoveRotation that allows a full 3D rotation as an argument. Full 3D rotation used to extract only the z-axis rotation. Get a list of all Colliders that overlap all Colliders attached to this Rigidbody2D. The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. The array to receive results. The size of the array determines the maximum number of results that can be returned. Returns the number of results placed in the results array. Get a list of all Colliders that overlap all Colliders attached to this Rigidbody2D. The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. The list to receive results. Returns the number of results placed in the results list. Check if any of the Rigidbody2D colliders overlap a point in space. A point in world space. Whether the point overlapped any of the Rigidbody2D colliders. Sets the rotation of the Rigidbody2D to angle (given in degrees). The rotation of the Rigidbody (in degrees). Sets the rotation of the Rigidbody2D to the z-axis rotation extracted from the full 3D rotation. Full 3D rotation used to extract only the z-axis rotation. Make the rigidbody "sleep". Disables the "sleeping" state of a rigidbody. Use these flags to constrain motion of the Rigidbody2D. Freeze rotation and motion along all axes. Freeze motion along the X-axis and Y-axis. Freeze motion along the X-axis. Freeze motion along the Y-axis. Freeze rotation along the Z-axis. No constraints. Interpolation mode for Rigidbody2D objects. Smooth an object's movement based on an estimate of its position in the next frame. Smooth movement based on the object's positions in previous frames. Do not apply any smoothing to the object's movement. Settings for a Rigidbody2D's initial sleep state. Rigidbody2D never automatically sleeps. Rigidbody2D is initially asleep. Rigidbody2D is initially awake. The physical behaviour type of the Rigidbody2D. Sets the Rigidbody2D to have dynamic behaviour. Sets the Rigidbody2D to have kinematic behaviour. Sets the Rigidbody2D to have static behaviour. A selection of modes that control when Unity executes the 2D physics simulation. Use this enumeration to specify to Unity that it should execute the physics simulation immediately after the MonoBehaviour.FixedUpdate. Use this enumeration to specify to Unity that it should execute the physics simulation manually when you call Physics2D.Simulate. Use this enumeration to specify to Unity that it should execute the physics simulation immediately after MonoBehaviour.Update. Joint that restricts the motion of a Rigidbody2D object to a single line. The angle of the line in space (in degrees). Should the angle be calculated automatically? The current joint speed. The current joint translation. Restrictions on how far the joint can slide in each direction along the line. Gets the state of the joint limit. Parameters for a motor force that is applied automatically to the Rigibody2D along the line. The angle (in degrees) referenced between the two bodies used as the constraint for the joint. Should motion limits be used? Should a motor force be applied automatically to the Rigidbody2D? Gets the motor force of the joint given the specified timestep. The time to calculate the motor force for. Joint that attempts to keep two Rigidbody2D objects a set distance apart by applying a force between them. Should the distance be calculated automatically? The amount by which the spring force is reduced in proportion to the movement speed. The distance the spring will try to keep between the two objects. The frequency at which the spring oscillates around the distance distance between the objects. Applies tangent forces along the surfaces of colliders. The scale of the impulse force applied while attempting to reach the surface speed. The speed to be maintained along the surface. The speed variation (from zero to the variation) added to base speed to be applied. Should bounce be used for any contact with the surface? Should the impulse force but applied to the contact point? Should friction be used for any contact with the surface? The joint attempts to move a Rigidbody2D to a specific target position. The local-space anchor on the rigid-body the joint is attached to. Should the target be calculated automatically? The amount by which the target spring force is reduced in proportion to the movement speed. The frequency at which the target spring oscillates around the target position. The maximum force that can be generated when trying to maintain the target joint constraint. The world-space position that the joint will attempt to move the body to. The Physics2d module implements 2D physics in Unity. The wheel joint allows the simulation of wheels by providing a constraining suspension motion with an optional motor. The current joint angle (in degrees) defined as the relative angle between the two Rigidbody2D that the joint connects to. The current joint linear speed in meters/sec. The current joint rotational speed in degrees/sec. The current joint translation. Parameters for a motor force that is applied automatically to the Rigibody2D along the line. Set the joint suspension configuration. Should a motor force be applied automatically to the Rigidbody2D? Gets the motor torque of the joint given the specified timestep. The time to calculate the motor torque for.