Physics
Global physics properties and helper methods.
Class Variables
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gravity
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The gravity applied to all rigid bodies in the scene.
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minPenetrationForPenalty
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The minimum contact penetration value in order to apply a penalty force (default 0.05). Must be positive.
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bounceThreshold
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Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive.
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sleepVelocity
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The default linear velocity, below which objects start going to sleep (default 0.15). Must be positive.
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sleepAngularVelocity
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The default angular velocity, below which objects start sleeping (default 0.14). Must be positive.
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maxAngularVelocity
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The default maximimum angular velocity permitted for any rigid bodies (default 7). Must be positive.
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solverIterationCount
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The default solver iteration count permitted for any rigid bodies (default 7). Must be positive.
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Class Functions
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Raycast
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Casts a ray against all colliders in the scene.
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RaycastAll
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Casts a ray through the scene and returns all hits.
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Linecast
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Returns true if there is any collider intersecting the line between start and end.
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OverlapSphere
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Returns an array with all colliders touching or inside the sphere.
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CapsuleCast
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Casts a capsule against all colliders in the scene and returns detailed information on what was hit.
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SphereCast
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Casts a sphere against all colliders in the scene and returns detailed information on what was hit.
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CapsuleCastAll
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Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects.
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SphereCastAll
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Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.
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CheckSphere
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Returns true if there are any colliders touching the sphere defined by position and radius in world coordinates
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CheckCapsule
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Returns true if there are any colliders touching the capsule defined by the axis going from start and end and having radius in world coordinates
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IgnoreCollision
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Makes the collision detection system ignore all collisions between collider1 and collider2.
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IgnoreLayerCollision
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Makes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2.
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GetIgnoreLayerCollision
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Are collisions between layer1 and layer2 being ignored?
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