UnityEngine.PhysicsModule A box-shaped primitive collider. The center of the box, measured in the object's local space. The size of the box, measured in the object's local space. A capsule-shaped primitive collider. The center of the capsule, measured in the object's local space. The direction of the capsule. The height of the capsule meased in the object's local space. The radius of the sphere, measured in the object's local space. A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody. The center of the character's capsule relative to the transform's position. What part of the capsule collided with the environment during the last CharacterController.Move call. Determines whether other rigidbodies or character controllers collide with this character controller (by default this is always enabled). Enables or disables overlap recovery. Enables or disables overlap recovery. Used to depenetrate character controllers from static objects when an overlap is detected. The height of the character's capsule. Was the CharacterController touching the ground during the last move? Gets or sets the minimum move distance of the character controller. The radius of the character's capsule. The character's collision skin width. The character controllers slope limit in degrees. The character controllers step offset in meters. The current relative velocity of the Character (see notes). A more complex move function taking absolute movement deltas. Moves the character with speed. Character Joints are mainly used for Ragdoll effects. Brings violated constraints back into alignment even when the solver fails. The upper limit around the primary axis of the character joint. The lower limit around the primary axis of the character joint. Set the angular tolerance threshold (in degrees) for projection. Set the linear tolerance threshold for projection. The angular limit of rotation (in degrees) around the primary axis of the character joint. The angular limit of rotation (in degrees) around the primary axis of the character joint. The secondary axis around which the joint can rotate. The configuration of the spring attached to the swing limits of the joint. The configuration of the spring attached to the twist limits of the joint. A base class of all colliders. The rigidbody the collider is attached to. The world space bounding volume of the collider. Contact offset value of this collider. Enabled Colliders will collide with other Colliders, disabled Colliders won't. Is the collider a trigger? The material used by the collider. The shared physic material of this collider. Returns a point on the collider that is closest to a given location. Location you want to find the closest point to. The point on the collider that is closest to the specified location. The closest point to the bounding box of the attached collider. Casts a Ray that ignores all Colliders except this one. The starting point and direction of the ray. If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). The max length of the ray. True when the ray intersects any collider, otherwise false. Describes a collision. The Collider we hit (Read Only). The contact points generated by the physics engine. The GameObject whose collider you are colliding with. (Read Only). The total impulse applied to this contact pair to resolve the collision. The relative linear velocity of the two colliding objects (Read Only). The Rigidbody we hit (Read Only). This is null if the object we hit is a collider with no rigidbody attached. The Transform of the object we hit (Read Only). The collision detection mode constants used for Rigidbody.collisionDetectionMode. Continuous collision detection is on for colliding with static mesh geometry. Continuous collision detection is on for colliding with static and dynamic geometry. Continuous collision detection is off for this Rigidbody. CollisionFlags is a bitmask returned by CharacterController.Move. CollisionFlags is a bitmask returned by CharacterController.Move. CollisionFlags is a bitmask returned by CharacterController.Move. CollisionFlags is a bitmask returned by CharacterController.Move. CollisionFlags is a bitmask returned by CharacterController.Move. The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion. Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing & Twist. The configuration of the spring attached to the angular X limit of the joint. Allow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit. Boundary defining rotation restriction, based on delta from original rotation. Allow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit. Definition of how the joint's rotation will behave around its local Y and Z axes. Only used if Rotation Drive Mode is Swing & Twist. The configuration of the spring attached to the angular Y and angular Z limits of the joint. Boundary defining rotation restriction, based on delta from original rotation. Allow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit. If enabled, all Target values will be calculated in world space instead of the object's local space. Boundary defining upper rotation restriction, based on delta from original rotation. Boundary defining movement restriction, based on distance from the joint's origin. The configuration of the spring attached to the linear limit of the joint. Boundary defining lower rotation restriction, based on delta from original rotation. Set the angular tolerance threshold (in degrees) for projection. If the joint deviates by more than this angle around its locked angular degrees of freedom, the solver will move the bodies to close the angle. Setting a very small tolerance may result in simulation jitter or other artifacts. Sometimes it is not possible to project (for example when the joints form a cycle). Set the linear tolerance threshold for projection. If the joint separates by more than this distance along its locked degrees of freedom, the solver will move the bodies to close the distance. Setting a very small tolerance may result in simulation jitter or other artifacts. Sometimes it is not possible to project (for example when the joints form a cycle). Brings violated constraints back into alignment even when the solver fails. Projection is not a physical process and does not preserve momentum or respect collision geometry. It is best avoided if practical, but can be useful in improving simulation quality where joint separation results in unacceptable artifacts. Control the object's rotation with either X & YZ or Slerp Drive by itself. The joint's secondary axis. Definition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only. If enabled, the two connected rigidbodies will be swapped, as if the joint was attached to the other body. This is a Vector3. It defines the desired angular velocity that the joint should rotate into. The desired position that the joint should move into. This is a Quaternion. It defines the desired rotation that the joint should rotate into. The desired velocity that the joint should move along. Definition of how the joint's movement will behave along its local X axis. Allow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit. Definition of how the joint's movement will behave along its local Y axis. Allow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit. Definition of how the joint's movement will behave along its local Z axis. Allow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit. Constrains movement for a ConfigurableJoint along the 6 axes. Motion along the axis will be completely free and completely unconstrained. Motion along the axis will be limited by the respective limit. Motion along the axis will be locked. A force applied constantly. The force applied to the rigidbody every frame. The force - relative to the rigid bodies coordinate system - applied every frame. The torque - relative to the rigid bodies coordinate system - applied every frame. The torque applied to the rigidbody every frame. Describes a contact point where the collision occurs. Normal of the contact point. The other collider in contact at the point. The point of contact. The distance between the colliders at the contact point. The first collider in contact at the point. ControllerColliderHit is used by CharacterController.OnControllerColliderHit to give detailed information about the collision and how to deal with it. The collider that was hit by the controller. The controller that hit the collider. The game object that was hit by the controller. The direction the CharacterController was moving in when the collision occured. How far the character has travelled until it hit the collider. The normal of the surface we collided with in world space. The impact point in world space. The rigidbody that was hit by the controller. The transform that was hit by the controller. The Fixed joint groups together 2 rigidbodies, making them stick together in their bound position. Use ForceMode to specify how to apply a force using Rigidbody.AddForce. Add a continuous acceleration to the rigidbody, ignoring its mass. Add a continuous force to the rigidbody, using its mass. Add an instant force impulse to the rigidbody, using its mass. Add an instant velocity change to the rigidbody, ignoring its mass. The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge. The current angle in degrees of the joint relative to its rest position. (Read Only) Limit of angular rotation (in degrees) on the hinge joint. The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second. The spring attempts to reach a target angle by adding spring and damping forces. Enables the joint's limits. Disabled by default. Enables the joint's motor. Disabled by default. Enables the joint's spring. Disabled by default. The angular velocity of the joint in degrees per second. (Read Only) Joint is the base class for all joints. The Position of the anchor around which the joints motion is constrained. Should the connectedAnchor be calculated automatically? The Direction of the axis around which the body is constrained. The force that needs to be applied for this joint to break. The torque that needs to be applied for this joint to break. Position of the anchor relative to the connected Rigidbody. A reference to another rigidbody this joint connects to. The scale to apply to the inverse mass and inertia tensor of the connected body prior to solving the constraints. The force applied by the solver to satisfy all constraints. The torque applied by the solver to satisfy all constraints. Enable collision between bodies connected with the joint. Toggle preprocessing for this joint. The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints. How the joint's movement will behave along its local X axis. Amount of force applied to push the object toward the defined direction. Whether the drive should attempt to reach position, velocity, both or nothing. Resistance strength against the Position Spring. Only used if mode includes Position. Strength of a rubber-band pull toward the defined direction. Only used if mode includes Position. The ConfigurableJoint attempts to attain position / velocity targets based on this flag. Don't apply any forces to reach the target. Try to reach the specified target position. Try to reach the specified target position and velocity. Try to reach the specified target velocity. JointLimits is used by the HingeJoint to limit the joints angle. The minimum impact velocity which will cause the joint to bounce. Determines the size of the bounce when the joint hits it's limit. Also known as restitution. Distance inside the limit value at which the limit will be considered to be active by the solver. The upper angular limit (in degrees) of the joint. The lower angular limit (in degrees) of the joint. The JointMotor is used to motorize a joint. The motor will apply a force. If freeSpin is enabled the motor will only accelerate but never slow down. The motor will apply a force up to force to achieve targetVelocity. Determines how to snap physics joints back to its constrained position when it drifts off too much. Don't snap at all. Snap both position and rotation. Snap Position only. JointSpring is used add a spring force to HingeJoint and PhysicMaterial. The damper force uses to dampen the spring. The spring forces used to reach the target position. The target position the joint attempts to reach. A mesh collider allows you to do between meshes and primitives. Use a convex collider from the mesh. Options used to enable or disable certain features in mesh cooking. Allow the physics engine to increase the volume of the input mesh in attempt to generate a valid convex mesh. The mesh object used for collision detection. Used when set to inflateMesh to determine how much inflation is acceptable. Uses interpolated normals for sphere collisions instead of flat polygonal normals. Cooking options that are available with MeshCollider. Toggle between cooking for faster simulation or faster cooking time. Toggle cleaning of the mesh. Allow the physics engine to increase the volume of the input mesh in attempt to generate a valid convex mesh. No optional cooking steps will be run. Toggle the removal of equal vertices. Physics material describes how to handle colliding objects (friction, bounciness). Determines how the bounciness is combined. How bouncy is the surface? A value of 0 will not bounce. A value of 1 will bounce without any loss of energy. The friction used when already moving. This value is usually between 0 and 1. If anisotropic friction is enabled, dynamicFriction2 will be applied along frictionDirection2. Determines how the friction is combined. The direction of anisotropy. Anisotropic friction is enabled if the vector is not zero. The friction coefficient used when an object is lying on a surface. If anisotropic friction is enabled, staticFriction2 will be applied along frictionDirection2. Creates a new material. Creates a new material named name. Describes how physics materials of the colliding objects are combined. The friction force as well as the residual bounce impulse are applied symmertrically to both of the colliders in contact, so each pair of overlapping colliders must have a single set of friction and bouciness settings. However, one can set arbitrary physics materials to any colliders. For that particular reason, there is a mechanism that allows the combination of two different sets of properties that correspond to each of the colliders in contact into one set to be used in the solver. Specifying Average, Maximum, Minimum or Multiply as the physics material combine mode, you directly set the function that is used to combine the settings corresponding to the two overlapping colliders into one set of settings that can be used to apply the material effect. Note that there is a special case when the two overlapping colliders have physics materials with different combine modes set. In this particular case, the function that has the highest priority is used. The priority order is as follows: Average < Minimum < Multiply < Maximum. For example, if one material has Average set but the other one has Maximum, then the combine function to be used is Maximum, since it has higher priority. Averages the friction/bounce of the two colliding materials. Uses the larger friction/bounce of the two colliding materials. Uses the smaller friction/bounce of the two colliding materials. Multiplies the friction/bounce of the two colliding materials. Global physics properties and helper methods. Sets whether the physics should be simulated automatically or not. Whether or not to automatically sync transform changes with the physics system whenever a Transform component changes. Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive. The default contact offset of the newly created colliders. The defaultSolverIterations determines how accurately Rigidbody joints and collision contacts are resolved. (default 6). Must be positive. The defaultSolverVelocityIterations affects how accurately the Rigidbody joints and collision contacts are resolved. (default 1). Must be positive. The gravity applied to all rigid bodies in the scene. Sets the minimum separation distance for cloth inter-collision. Sets the cloth inter-collision stiffness. The default maximum angular velocity permitted for any rigid bodies (default 7). Must be positive. The minimum contact penetration value in order to apply a penalty force (default 0.05). Must be positive. Whether physics queries should hit back-face triangles. Specifies whether queries (raycasts, spherecasts, overlap tests, etc.) hit Triggers by default. The default angular velocity, below which objects start sleeping (default 0.14). Must be positive. The mass-normalized energy threshold, below which objects start going to sleep. The default linear velocity, below which objects start going to sleep (default 0.15). Must be positive. Layer mask constant to select all layers. Casts the box along a ray and returns detailed information on what was hit. Center of the box. Half the size of the box in each dimension. The direction in which to cast the box. Rotation of the box. The max length of the cast. A that is used to selectively ignore colliders when casting a capsule. Specifies whether this query should hit Triggers. True, if any intersections were found. Casts the box along a ray and returns detailed information on what was hit. Center of the box. Half the size of the box in each dimension. The direction in which to cast the box. If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). Rotation of the box. The max length of the cast. A that is used to selectively ignore colliders when casting a capsule. Specifies whether this query should hit Triggers. True, if any intersections were found. Like Physics.BoxCast, but returns all hits. Center of the box. Half the size of the box in each dimension. The direction in which to cast the box. Rotation of the box. The max length of the cast. A that is used to selectively ignore colliders when casting a capsule. Specifies whether this query should hit Triggers. All colliders that were hit. Cast the box along the direction, and store hits in the provided buffer. Center of the box. Half the size of the box in each dimension. The direction in which to cast the box. The buffer to store the results in. Rotation of the box. The max length of the cast. A that is used to selectively ignore colliders when casting a capsule. Specifies whether this query should hit Triggers. The amount of hits stored to the results buffer. Casts a capsule against all colliders in the scene and returns detailed information on what was hit. The center of the sphere at the start of the capsule. The center of the sphere at the end of the capsule. The radius of the capsule. The direction into which to sweep the capsule. The max length of the sweep. A that is used to selectively ignore colliders when casting a capsule. Specifies whether this query should hit Triggers. True when the capsule sweep intersects any collider, otherwise false. The center of the sphere at the start of the capsule. The center of the sphere at the end of the capsule. The radius of the capsule. The direction into which to sweep the capsule. The max length of the sweep. If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). A that is used to selectively ignore colliders when casting a capsule. Specifies whether this query should hit Triggers. Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects. The center of the sphere at the start of the capsule. The center of the sphere at the end of the capsule. The radius of the capsule. The direction into which to sweep the capsule. The max length of the sweep. A that is used to selectively ignore colliders when casting a capsule. Specifies whether this query should hit Triggers. An array of all colliders hit in the sweep. Casts a capsule against all colliders in the scene and returns detailed information on what was hit into the buffer. The center of the sphere at the start of the capsule. The center of the sphere at the end of the capsule. The radius of the capsule. The direction into which to sweep the capsule. The buffer to store the hits into. The max length of the sweep. A that is used to selectively ignore colliders when casting a capsule. Specifies whether this query should hit Triggers. The amount of hits stored into the buffer. Check whether the given box overlaps with other colliders or not. Center of the box. Half the size of the box in each dimension. Rotation of the box. A that is used to selectively ignore colliders when casting a ray. Specifies whether this query should hit Triggers. True, if the box overlaps with any colliders. Checks if any colliders overlap a capsule-shaped volume in world space. The center of the sphere at the start of the capsule. The center of the sphere at the end of the capsule. The radius of the capsule. A that is used to selectively ignore colliders when casting a capsule. Specifies whether this query should hit Triggers. Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates. Center of the sphere. Radius of the sphere. A that is used to selectively ignore colliders when casting a capsule. Specifies whether this query should hit Triggers. Returns a point on the given collider that is closest to the specified location. Location you want to find the closest point to. The collider that you find the closest point on. The position of the collider. The rotation of the collider. The point on the collider that is closest to the specified location. Compute the minimal translation required to separate the given colliders apart at specified poses. The first collider. Position of the first collider. Rotation of the first collider. The second collider. Position of the second collider. Rotation of the second collider. Direction along which the translation required to separate the colliders apart is minimal. The distance along direction that is required to separate the colliders apart. True, if the colliders overlap at the given poses. Layer mask constant to select default raycast layers. Are collisions between layer1 and layer2 being ignored? Makes the collision detection system ignore all collisions between collider1 and collider2. Start point. End point. Ignore collision. Makes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2. Note that IgnoreLayerCollision will reset the trigger state of affected colliders, so you might receive OnTriggerExit and OnTriggerEnter messages in response to calling this. Layer mask constant to select ignore raycast layer. Returns true if there is any collider intersecting the line between start and end. Start point. End point. A that is used to selectively ignore colliders when casting a ray. Specifies whether this query should hit Triggers. Returns true if there is any collider intersecting the line between start and end. Start point. End point. A that is used to selectively ignore colliders when casting a ray. Specifies whether this query should hit Triggers. If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). Find all colliders touching or inside of the given box. Center of the box. Half of the size of the box in each dimension. Rotation of the box. A that is used to selectively ignore colliders when casting a ray. Specifies whether this query should hit Triggers. Colliders that overlap with the given box. Find all colliders touching or inside of the given box, and store them into the buffer. Center of the box. Half of the size of the box in each dimension. The buffer to store the results in. Rotation of the box. A that is used to selectively ignore colliders when casting a ray. Specifies whether this query should hit Triggers. The amount of colliders stored in results. Check the given capsule against the physics world and return all overlapping colliders. The center of the sphere at the start of the capsule. The center of the sphere at the end of the capsule. The radius of the capsule. A that is used to selectively ignore colliders when casting a capsule. Specifies whether this query should hit Triggers. Colliders touching or inside the capsule. Check the given capsule against the physics world and return all overlapping colliders in the user-provided buffer. The center of the sphere at the start of the capsule. The center of the sphere at the end of the capsule. The radius of the capsule. The buffer to store the results into. A that is used to selectively ignore colliders when casting a capsule. Specifies whether this query should hit Triggers. The amount of entries written to the buffer. Returns an array with all colliders touching or inside the sphere. Center of the sphere. Radius of the sphere. A that is used to selectively ignore colliders when casting a ray. Specifies whether this query should hit Triggers. Computes and stores colliders touching or inside the sphere into the provided buffer. Center of the sphere. Radius of the sphere. The buffer to store the results into. A that is used to selectively ignore colliders when casting a ray. Specifies whether this query should hit Triggers. The amount of colliders stored into the results buffer. Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the scene. The starting point of the ray in world coordinates. The direction of the ray. The max distance the ray should check for collisions. A that is used to selectively ignore Colliders when casting a ray. Specifies whether this query should hit Triggers. True if the ray intersects with a Collider, otherwise false. Casts a ray against all colliders in the scene and returns detailed information on what was hit. The starting point of the ray in world coordinates. The direction of the ray. If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). The max distance the ray should check for collisions. A that is used to selectively ignore colliders when casting a ray. Specifies whether this query should hit Triggers. True when the ray intersects any collider, otherwise false. Same as above using ray.origin and ray.direction instead of origin and direction. The starting point and direction of the ray. The max distance the ray should check for collisions. A that is used to selectively ignore colliders when casting a ray. Specifies whether this query should hit Triggers. True when the ray intersects any collider, otherwise false. Same as above using ray.origin and ray.direction instead of origin and direction. The starting point and direction of the ray. If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). The max distance the ray should check for collisions. A that is used to selectively ignore colliders when casting a ray. Specifies whether this query should hit Triggers. True when the ray intersects any collider, otherwise false. Casts a ray through the scene and returns all hits. Note that order is not guaranteed. The starting point and direction of the ray. The max distance the rayhit is allowed to be from the start of the ray. A that is used to selectively ignore colliders when casting a ray. Specifies whether this query should hit Triggers. See Also: Raycast. The starting point of the ray in world coordinates. The direction of the ray. The max distance the rayhit is allowed to be from the start of the ray. A that is used to selectively ignore colliders when casting a ray. Specifies whether this query should hit Triggers. Cast a ray through the scene and store the hits into the buffer. The starting point and direction of the ray. The buffer to store the hits into. The max distance the rayhit is allowed to be from the start of the ray. A that is used to selectively ignore colliders when casting a ray. Specifies whether this query should hit Triggers. The amount of hits stored into the results buffer. Cast a ray through the scene and store the hits into the buffer. The starting point and direction of the ray. The buffer to store the hits into. The direction of the ray. The max distance the rayhit is allowed to be from the start of the ray. A that is used to selectively ignore colliders when casting a ray. Specifies whether this query should hit Triggers. The amount of hits stored into the results buffer. Rebuild the broadphase interest regions as well as set the world boundaries. Boundaries of the physics world. How many cells to create along x and z axis. Simulate physics in the scene. The time to advance physics by. Casts a sphere along a ray and returns detailed information on what was hit. The center of the sphere at the start of the sweep. The radius of the sphere. The direction into which to sweep the sphere. If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). The max length of the cast. A that is used to selectively ignore colliders when casting a capsule. Specifies whether this query should hit Triggers. True when the sphere sweep intersects any collider, otherwise false. Casts a sphere along a ray and returns detailed information on what was hit. The starting point and direction of the ray into which the sphere sweep is cast. The radius of the sphere. The max length of the cast. A that is used to selectively ignore colliders when casting a capsule. Specifies whether this query should hit Triggers. True when the sphere sweep intersects any collider, otherwise false. The starting point and direction of the ray into which the sphere sweep is cast. The radius of the sphere. If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). The max length of the cast. A that is used to selectively ignore colliders when casting a capsule. Specifies whether this query should hit Triggers. Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. The center of the sphere at the start of the sweep. The radius of the sphere. The direction in which to sweep the sphere. The max length of the sweep. A that is used to selectively ignore colliders when casting a sphere. Specifies whether this query should hit Triggers. An array of all colliders hit in the sweep. Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. The starting point and direction of the ray into which the sphere sweep is cast. The radius of the sphere. The max length of the sweep. A that is used to selectively ignore colliders when casting a sphere. Specifies whether this query should hit Triggers. Cast sphere along the direction and store the results into buffer. The center of the sphere at the start of the sweep. The radius of the sphere. The direction in which to sweep the sphere. The buffer to save the hits into. The max length of the sweep. A that is used to selectively ignore colliders when casting a sphere. Specifies whether this query should hit Triggers. The amount of hits stored into the results buffer. Cast sphere along the direction and store the results into buffer. The starting point and direction of the ray into which the sphere sweep is cast. The radius of the sphere. The buffer to save the results to. The max length of the sweep. A that is used to selectively ignore colliders when casting a sphere. Specifies whether this query should hit Triggers. The amount of hits stored into the results buffer. Apply Transform changes to the physics engine. Overrides the global Physics.queriesHitTriggers. Queries always report Trigger hits. Queries never report Trigger hits. Queries use the global Physics.queriesHitTriggers setting. Struct used to set up a raycast command to be performed asynchronously during a job. The direction of the ray. The maximum distance the ray should check for collisions. The starting point of the ray in world coordinates. A LayerMask that is used to selectively ignore Colliders when casting a ray. The maximum number of Colliders the ray can hit. Create a RaycastCommand. The starting point of the ray in world coordinates. The direction of the ray. The maximum distance the ray should check for collisions. A LayerMask that is used to selectively ignore Colliders when casting a ray. The maximum number of Colliders the ray can hit. Schedule a batch of raycasts which are performed in a job. A NativeArray of the RaycastCommands to perform. A NativeArray of the RaycastHits where the results of the commands are stored. The minimum number of jobs which should be performed in a single job. A JobHandle of a job which must be completed before the raycast starts. The JobHandle of the job which will perform the raycasts. Structure used to get information back from a raycast. The barycentric coordinate of the triangle we hit. The Collider that was hit. The distance from the ray's origin to the impact point. The uv lightmap coordinate at the impact point. The normal of the surface the ray hit. The impact point in world space where the ray hit the collider. The Rigidbody of the collider that was hit. If the collider is not attached to a rigidbody then it is null. The uv texture coordinate at the collision location. The secondary uv texture coordinate at the impact point. The Transform of the rigidbody or collider that was hit. The index of the triangle that was hit. Control of an object's position through physics simulation. The angular drag of the object. The angular velocity vector of the rigidbody measured in radians per second. The center of mass relative to the transform's origin. The Rigidbody's collision detection mode. Controls which degrees of freedom are allowed for the simulation of this Rigidbody. Should collision detection be enabled? (By default always enabled). The drag of the object. Controls whether physics will change the rotation of the object. The diagonal inertia tensor of mass relative to the center of mass. The rotation of the inertia tensor. Interpolation allows you to smooth out the effect of running physics at a fixed frame rate. Controls whether physics affects the rigidbody. The mass of the rigidbody. The maximimum angular velocity of the rigidbody. (Default 7) range { 0, infinity }. Maximum velocity of a rigidbody when moving out of penetrating state. The position of the rigidbody. The rotation of the rigidbody. The angular velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }. The mass-normalized energy threshold, below which objects start going to sleep. The linear velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }. The solverIterations determines how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverIterations. Must be positive. The solverVelocityIterations affects how how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverVelocityIterations. Must be positive. Force cone friction to be used for this rigidbody. Controls whether gravity affects this rigidbody. The velocity vector of the rigidbody. The center of mass of the rigidbody in world space (Read Only). Applies a force to a rigidbody that simulates explosion effects. The force of the explosion (which may be modified by distance). The centre of the sphere within which the explosion has its effect. The radius of the sphere within which the explosion has its effect. Adjustment to the apparent position of the explosion to make it seem to lift objects. The method used to apply the force to its targets. Applies a force to a rigidbody that simulates explosion effects. The force of the explosion (which may be modified by distance). The centre of the sphere within which the explosion has its effect. The radius of the sphere within which the explosion has its effect. Adjustment to the apparent position of the explosion to make it seem to lift objects. The method used to apply the force to its targets. Applies a force to a rigidbody that simulates explosion effects. The force of the explosion (which may be modified by distance). The centre of the sphere within which the explosion has its effect. The radius of the sphere within which the explosion has its effect. Adjustment to the apparent position of the explosion to make it seem to lift objects. The method used to apply the force to its targets. Adds a force to the Rigidbody. Force vector in world coordinates. Type of force to apply. Adds a force to the Rigidbody. Force vector in world coordinates. Type of force to apply. Adds a force to the Rigidbody. Size of force along the world x-axis. Size of force along the world y-axis. Size of force along the world z-axis. Type of force to apply. Adds a force to the Rigidbody. Size of force along the world x-axis. Size of force along the world y-axis. Size of force along the world z-axis. Type of force to apply. Applies force at position. As a result this will apply a torque and force on the object. Force vector in world coordinates. Position in world coordinates. Applies force at position. As a result this will apply a torque and force on the object. Force vector in world coordinates. Position in world coordinates. Adds a force to the rigidbody relative to its coordinate system. Force vector in local coordinates. Adds a force to the rigidbody relative to its coordinate system. Force vector in local coordinates. Adds a force to the rigidbody relative to its coordinate system. Size of force along the local x-axis. Size of force along the local y-axis. Size of force along the local z-axis. Adds a force to the rigidbody relative to its coordinate system. Size of force along the local x-axis. Size of force along the local y-axis. Size of force along the local z-axis. Adds a torque to the rigidbody relative to its coordinate system. Torque vector in local coordinates. Adds a torque to the rigidbody relative to its coordinate system. Torque vector in local coordinates. Adds a torque to the rigidbody relative to its coordinate system. Size of torque along the local x-axis. Size of torque along the local y-axis. Size of torque along the local z-axis. Adds a torque to the rigidbody relative to its coordinate system. Size of torque along the local x-axis. Size of torque along the local y-axis. Size of torque along the local z-axis. Adds a torque to the rigidbody. Torque vector in world coordinates. Adds a torque to the rigidbody. Torque vector in world coordinates. Adds a torque to the rigidbody. Size of torque along the world x-axis. Size of torque along the world y-axis. Size of torque along the world z-axis. Adds a torque to the rigidbody. Size of torque along the world x-axis. Size of torque along the world y-axis. Size of torque along the world z-axis. The closest point to the bounding box of the attached colliders. The velocity of the rigidbody at the point worldPoint in global space. The velocity relative to the rigidbody at the point relativePoint. Is the rigidbody sleeping? Moves the rigidbody to position. The new position for the Rigidbody object. Rotates the rigidbody to rotation. The new rotation for the Rigidbody. Reset the center of mass of the rigidbody. Reset the inertia tensor value and rotation. Sets the mass based on the attached colliders assuming a constant density. Forces a rigidbody to sleep at least one frame. Tests if a rigidbody would collide with anything, if it was moved through the scene. The direction into which to sweep the rigidbody. If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). The length of the sweep. Specifies whether this query should hit Triggers. True when the rigidbody sweep intersects any collider, otherwise false. Like Rigidbody.SweepTest, but returns all hits. The direction into which to sweep the rigidbody. The length of the sweep. Specifies whether this query should hit Triggers. An array of all colliders hit in the sweep. Forces a rigidbody to wake up. Use these flags to constrain motion of Rigidbodies. Freeze rotation and motion along all axes. Freeze motion along all axes. Freeze motion along the X-axis. Freeze motion along the Y-axis. Freeze motion along the Z-axis. Freeze rotation along all axes. Freeze rotation along the X-axis. Freeze rotation along the Y-axis. Freeze rotation along the Z-axis. No constraints. Rigidbody interpolation mode. Extrapolation will predict the position of the rigidbody based on the current velocity. Interpolation will always lag a little bit behind but can be smoother than extrapolation. No Interpolation. Control ConfigurableJoint's rotation with either X & YZ or Slerp Drive. Use Slerp drive. Use XY & Z Drive. The limits defined by the CharacterJoint. When the joint hits the limit, it can be made to bounce off it. Determines how far ahead in space the solver can "see" the joint limit. If spring is greater than zero, the limit is soft. The limit position/angle of the joint (in degrees). If greater than zero, the limit is soft. The spring will pull the joint back. The configuration of the spring attached to the joint's limits: linear and angular. Used by CharacterJoint and ConfigurableJoint. The damping of the spring limit. In effect when the stiffness of the sprint limit is not zero. The stiffness of the spring limit. When stiffness is zero the limit is hard, otherwise soft. A sphere-shaped primitive collider. The center of the sphere in the object's local space. The radius of the sphere measured in the object's local space. The spring joint ties together 2 rigid bodies, spring forces will be automatically applied to keep the object at the given distance. The damper force used to dampen the spring force. The maximum distance between the bodies relative to their initial distance. The minimum distance between the bodies relative to their initial distance. The spring force used to keep the two objects together. The maximum allowed error between the current spring length and the length defined by minDistance and maxDistance. The Physics module implements 3D physics in Unity. WheelFrictionCurve is used by the WheelCollider to describe friction properties of the wheel tire. Asymptote point slip (default 2). Force at the asymptote slip (default 10000). Extremum point slip (default 1). Force at the extremum slip (default 20000). Multiplier for the extremumValue and asymptoteValue values (default 1).