+
+ +
+

Physics2D

+

The Physics2D module.

+
+
+
+

Physics2D BoxCast

+
+
+UnityEnginePhysics2D.__BoxCast__UnityEngineVector2_UnityEngineVector2_SystemSingle_UnityEngineVector2__UnityEngineRaycastHit2D(UnityEngine.Vector2 originUnityEngine.Vector2 sizeSystem.Single angleUnityEngine.Vector2 direction)
+
+ +

outputs: unnamed (RaycastHit2D)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D BoxCastAll

+
+
+UnityEnginePhysics2D.__BoxCastAll__UnityEngineVector2_UnityEngineVector2_SystemSingle_UnityEngineVector2__UnityEngineRaycastHit2DArray(UnityEngine.Vector2 originUnityEngine.Vector2 sizeSystem.Single angleUnityEngine.Vector2 direction)
+
+ +

outputs: unnamed (RaycastHit2D[])

+

flow: none

+

Unity Documentation

+
+
+

Physics2D BoxCastNonAlloc

+
+
+UnityEnginePhysics2D.__BoxCastNonAlloc__UnityEngineVector2_UnityEngineVector2_SystemSingle_UnityEngineVector2_UnityEngineRaycastHit2DArray__SystemInt32(UnityEngine.Vector2 originUnityEngine.Vector2 sizeSystem.Single angleUnityEngine.Vector2 directionUnityEngine.RaycastHit2D[] results)
+
+ +

outputs: unnamed (Int32)

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D CapsuleCast

+
+
+UnityEnginePhysics2D.__CapsuleCast__UnityEngineVector2_UnityEngineVector2_UnityEngineCapsuleDirection2D_SystemSingle_UnityEngineVector2__UnityEngineRaycastHit2D(UnityEngine.Vector2 originUnityEngine.Vector2 sizeUnityEngine.CapsuleDirection2D capsuleDirectionSystem.Single angleUnityEngine.Vector2 direction)
+
+ +

outputs: unnamed (RaycastHit2D)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D CapsuleCastAll

+
+
+UnityEnginePhysics2D.__CapsuleCastAll__UnityEngineVector2_UnityEngineVector2_UnityEngineCapsuleDirection2D_SystemSingle_UnityEngineVector2__UnityEngineRaycastHit2DArray(UnityEngine.Vector2 originUnityEngine.Vector2 sizeUnityEngine.CapsuleDirection2D capsuleDirectionSystem.Single angleUnityEngine.Vector2 direction)
+
+ +

outputs: unnamed (RaycastHit2D[])

+

flow: none

+

Unity Documentation

+
+
+

Physics2D CapsuleCastNonAlloc

+
+
+UnityEnginePhysics2D.__CapsuleCastNonAlloc__UnityEngineVector2_UnityEngineVector2_UnityEngineCapsuleDirection2D_SystemSingle_UnityEngineVector2_UnityEngineRaycastHit2DArray__SystemInt32(UnityEngine.Vector2 originUnityEngine.Vector2 sizeUnityEngine.CapsuleDirection2D capsuleDirectionSystem.Single angleUnityEngine.Vector2 directionUnityEngine.RaycastHit2D[] results)
+
+ +

outputs: unnamed (Int32)

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D CircleCast

+
+
+UnityEnginePhysics2D.__CircleCast__UnityEngineVector2_SystemSingle_UnityEngineVector2__UnityEngineRaycastHit2D(UnityEngine.Vector2 originSystem.Single radiusUnityEngine.Vector2 direction)
+
+ +

outputs: unnamed (RaycastHit2D)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D CircleCastAll

+
+
+UnityEnginePhysics2D.__CircleCastAll__UnityEngineVector2_SystemSingle_UnityEngineVector2__UnityEngineRaycastHit2DArray(UnityEngine.Vector2 originSystem.Single radiusUnityEngine.Vector2 direction)
+
+ +

outputs: unnamed (RaycastHit2D[])

+

flow: none

+

Unity Documentation

+
+
+

Physics2D CircleCastNonAlloc

+
+
+UnityEnginePhysics2D.__CircleCastNonAlloc__UnityEngineVector2_SystemSingle_UnityEngineVector2_UnityEngineRaycastHit2DArray__SystemInt32(UnityEngine.Vector2 originSystem.Single radiusUnityEngine.Vector2 directionUnityEngine.RaycastHit2D[] results)
+
+ +

outputs: unnamed (Int32)

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D Distance

+
+
+UnityEnginePhysics2D.__Distance__UnityEngineCollider2D_UnityEngineCollider2D__UnityEngineColliderDistance2D(UnityEngine.Collider2D colliderAUnityEngine.Collider2D colliderB)
+
+ +

outputs: unnamed (ColliderDistance2D)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D Equals

+
+
+UnityEnginePhysics2D.__Equals__SystemObject__SystemBoolean(UnityEngine.Physics2D instanceSystem.Object obj)
+
+ +

outputs: unnamed (Boolean)

+

flow: none

+

C# Documentation

+
+
+

Physics2D get_AllLayers

+
+
+UnityEnginePhysics2D.__get_AllLayers__SystemInt32()
+
+ +

outputs: unnamed (Int32)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_alwaysShowColliders

+
+
+UnityEnginePhysics2D.__get_alwaysShowColliders__SystemBoolean()
+
+ +

outputs: unnamed (Boolean)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_angularSleepTolerance

+
+
+UnityEnginePhysics2D.__get_angularSleepTolerance__SystemSingle()
+
+ +

outputs: unnamed (Single)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_baumgarteScale

+
+
+UnityEnginePhysics2D.__get_baumgarteScale__SystemSingle()
+
+ +

outputs: unnamed (Single)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_baumgarteTOIScale

+
+
+UnityEnginePhysics2D.__get_baumgarteTOIScale__SystemSingle()
+
+ +

outputs: unnamed (Single)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_callbacksOnDisable

+
+
+UnityEnginePhysics2D.__get_callbacksOnDisable__SystemBoolean()
+
+ +

outputs: unnamed (Boolean)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_colliderAABBColor

+
+
+UnityEnginePhysics2D.__get_colliderAABBColor__UnityEngineColor()
+
+ +

outputs: unnamed (Color)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_colliderAsleepColor

+
+
+UnityEnginePhysics2D.__get_colliderAsleepColor__UnityEngineColor()
+
+ +

outputs: unnamed (Color)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_colliderAwakeColor

+
+
+UnityEnginePhysics2D.__get_colliderAwakeColor__UnityEngineColor()
+
+ +

outputs: unnamed (Color)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_colliderContactColor

+
+
+UnityEnginePhysics2D.__get_colliderContactColor__UnityEngineColor()
+
+ +

outputs: unnamed (Color)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_contactArrowScale

+
+
+UnityEnginePhysics2D.__get_contactArrowScale__SystemSingle()
+
+ +

outputs: unnamed (Single)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_defaultPhysicsScene

+
+
+UnityEnginePhysics2D.__get_defaultPhysicsScene__UnityEnginePhysicsScene2D()
+
+ +

outputs: unnamed (PhysicsScene2D)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_DefaultRaycastLayers

+
+
+UnityEnginePhysics2D.__get_DefaultRaycastLayers__SystemInt32()
+
+ +

outputs: unnamed (Int32)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_gravity

+
+
+UnityEnginePhysics2D.__get_gravity__UnityEngineVector2()
+
+ +

outputs: unnamed (Vector2)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_IgnoreRaycastLayer

+
+
+UnityEnginePhysics2D.__get_IgnoreRaycastLayer__SystemInt32()
+
+ +

outputs: unnamed (Int32)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_jobOptions

+
+
+UnityEnginePhysics2D.__get_jobOptions__UnityEnginePhysicsJobOptions2D()
+
+ +

outputs: unnamed (PhysicsJobOptions2D)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_linearSleepTolerance

+
+
+UnityEnginePhysics2D.__get_linearSleepTolerance__SystemSingle()
+
+ +

outputs: unnamed (Single)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_maxAngularCorrection

+
+
+UnityEnginePhysics2D.__get_maxAngularCorrection__SystemSingle()
+
+ +

outputs: unnamed (Single)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_maxLinearCorrection

+
+
+UnityEnginePhysics2D.__get_maxLinearCorrection__SystemSingle()
+
+ +

outputs: unnamed (Single)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_maxRotationSpeed

+
+
+UnityEnginePhysics2D.__get_maxRotationSpeed__SystemSingle()
+
+ +

outputs: unnamed (Single)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_maxTranslationSpeed

+
+
+UnityEnginePhysics2D.__get_maxTranslationSpeed__SystemSingle()
+
+ +

outputs: unnamed (Single)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_positionIterations

+
+
+UnityEnginePhysics2D.__get_positionIterations__SystemInt32()
+
+ +

outputs: unnamed (Int32)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_queriesStartInColliders

+
+
+UnityEnginePhysics2D.__get_queriesStartInColliders__SystemBoolean()
+
+ +

outputs: unnamed (Boolean)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_reuseCollisionCallbacks

+
+
+UnityEnginePhysics2D.__get_reuseCollisionCallbacks__SystemBoolean()
+
+ +

outputs: unnamed (Boolean)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_showColliderAABB

+
+
+UnityEnginePhysics2D.__get_showColliderAABB__SystemBoolean()
+
+ +

outputs: unnamed (Boolean)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_showColliderContacts

+
+
+UnityEnginePhysics2D.__get_showColliderContacts__SystemBoolean()
+
+ +

outputs: unnamed (Boolean)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_showColliderSleep

+
+
+UnityEnginePhysics2D.__get_showColliderSleep__SystemBoolean()
+
+ +

outputs: unnamed (Boolean)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_timeToSleep

+
+
+UnityEnginePhysics2D.__get_timeToSleep__SystemSingle()
+
+ +

outputs: unnamed (Single)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_velocityIterations

+
+
+UnityEnginePhysics2D.__get_velocityIterations__SystemInt32()
+
+ +

outputs: unnamed (Int32)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D get_velocityThreshold

+
+
+UnityEnginePhysics2D.__get_velocityThreshold__SystemSingle()
+
+ +

outputs: unnamed (Single)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D GetContacts

+
+
+UnityEnginePhysics2D.__GetContacts__UnityEngineCollider2D_UnityEngineCollider2DArray__SystemInt32(UnityEngine.Collider2D colliderUnityEngine.Collider2D[] colliders)
+
+ +

outputs: unnamed (Int32)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D GetHashCode

+
+
+UnityEnginePhysics2D.__GetHashCode__SystemInt32(UnityEngine.Physics2D instance)
+
+ +

outputs: unnamed (Int32)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D GetIgnoreCollision

+
+
+UnityEnginePhysics2D.__GetIgnoreCollision__UnityEngineCollider2D_UnityEngineCollider2D__SystemBoolean(UnityEngine.Collider2D collider1UnityEngine.Collider2D collider2)
+
+ +

outputs: unnamed (Boolean)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D GetIgnoreLayerCollision

+
+
+UnityEnginePhysics2D.__GetIgnoreLayerCollision__SystemInt32_SystemInt32__SystemBoolean(System.Int32 layer1System.Int32 layer2)
+
+ +

outputs: unnamed (Boolean)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D GetLayerCollisionMask

+
+
+UnityEnginePhysics2D.__GetLayerCollisionMask__SystemInt32__SystemInt32(System.Int32 layer)
+
+ +

outputs: unnamed (Int32)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D GetRayIntersection

+
+
+UnityEnginePhysics2D.__GetRayIntersection__UnityEngineRay__UnityEngineRaycastHit2D(UnityEngine.Ray ray)
+
+ +

outputs: unnamed (RaycastHit2D)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D GetRayIntersectionAll

+
+
+UnityEnginePhysics2D.__GetRayIntersectionAll__UnityEngineRay__UnityEngineRaycastHit2DArray(UnityEngine.Ray ray)
+
+ +

outputs: unnamed (RaycastHit2D[])

+

flow: none

+

Unity Documentation

+
+
+

Physics2D GetRayIntersectionNonAlloc

+
+
+UnityEnginePhysics2D.__GetRayIntersectionNonAlloc__UnityEngineRay_UnityEngineRaycastHit2DArray__SystemInt32(UnityEngine.Ray rayUnityEngine.RaycastHit2D[] results)
+
+ +

outputs: unnamed (Int32)

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D GetType

+
+
+UnityEnginePhysics2D.__GetType__SystemType(UnityEngine.Physics2D instance)
+
+ +

outputs: unnamed (Type)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D IgnoreCollision

+
+
+UnityEnginePhysics2D.__IgnoreCollision__UnityEngineCollider2D_UnityEngineCollider2D__SystemVoid(UnityEngine.Collider2D collider1UnityEngine.Collider2D collider2)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D IsTouching

+
+
+UnityEnginePhysics2D.__IsTouching__UnityEngineCollider2D_UnityEngineContactFilter2D__SystemBoolean(UnityEngine.Collider2D colliderUnityEngine.ContactFilter2D contactFilter)
+
+ +

outputs: unnamed (Boolean)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D IsTouchingLayers

+
+
+UnityEnginePhysics2D.__IsTouchingLayers__UnityEngineCollider2D__SystemBoolean(UnityEngine.Collider2D collider)
+
+ +

outputs: unnamed (Boolean)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D Linecast

+
+
+UnityEnginePhysics2D.__Linecast__UnityEngineVector2_UnityEngineVector2__UnityEngineRaycastHit2D(UnityEngine.Vector2 startUnityEngine.Vector2 end)
+
+ +

outputs: unnamed (RaycastHit2D)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D LinecastAll

+
+
+UnityEnginePhysics2D.__LinecastAll__UnityEngineVector2_UnityEngineVector2__UnityEngineRaycastHit2DArray(UnityEngine.Vector2 startUnityEngine.Vector2 end)
+
+ +

outputs: unnamed (RaycastHit2D[])

+

flow: none

+

Unity Documentation

+
+
+

Physics2D LinecastNonAlloc

+
+
+UnityEnginePhysics2D.__LinecastNonAlloc__UnityEngineVector2_UnityEngineVector2_UnityEngineRaycastHit2DArray__SystemInt32(UnityEngine.Vector2 startUnityEngine.Vector2 endUnityEngine.RaycastHit2D[] results)
+
+ +

outputs: unnamed (Int32)

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D OverlapArea

+
+
+UnityEnginePhysics2D.__OverlapArea__UnityEngineVector2_UnityEngineVector2__UnityEngineCollider2D(UnityEngine.Vector2 pointAUnityEngine.Vector2 pointB)
+
+ +

outputs: unnamed (Collider2D)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D OverlapAreaAll

+
+
+UnityEnginePhysics2D.__OverlapAreaAll__UnityEngineVector2_UnityEngineVector2__UnityEngineCollider2DArray(UnityEngine.Vector2 pointAUnityEngine.Vector2 pointB)
+
+ +

outputs: unnamed (Collider2D[])

+

flow: none

+

Unity Documentation

+
+
+

Physics2D OverlapAreaNonAlloc

+
+
+UnityEnginePhysics2D.__OverlapAreaNonAlloc__UnityEngineVector2_UnityEngineVector2_UnityEngineCollider2DArray__SystemInt32(UnityEngine.Vector2 pointAUnityEngine.Vector2 pointBUnityEngine.Collider2D[] results)
+
+ +

outputs: unnamed (Int32)

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D OverlapBox

+
+
+UnityEnginePhysics2D.__OverlapBox__UnityEngineVector2_UnityEngineVector2_SystemSingle__UnityEngineCollider2D(UnityEngine.Vector2 pointUnityEngine.Vector2 sizeSystem.Single angle)
+
+ +

outputs: unnamed (Collider2D)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D OverlapBoxAll

+
+
+UnityEnginePhysics2D.__OverlapBoxAll__UnityEngineVector2_UnityEngineVector2_SystemSingle__UnityEngineCollider2DArray(UnityEngine.Vector2 pointUnityEngine.Vector2 sizeSystem.Single angle)
+
+ +

outputs: unnamed (Collider2D[])

+

flow: none

+

Unity Documentation

+
+
+

Physics2D OverlapBoxNonAlloc

+
+
+UnityEnginePhysics2D.__OverlapBoxNonAlloc__UnityEngineVector2_UnityEngineVector2_SystemSingle_UnityEngineCollider2DArray__SystemInt32(UnityEngine.Vector2 pointUnityEngine.Vector2 sizeSystem.Single angleUnityEngine.Collider2D[] results)
+
+ +

outputs: unnamed (Int32)

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D OverlapCapsule

+
+
+UnityEnginePhysics2D.__OverlapCapsule__UnityEngineVector2_UnityEngineVector2_UnityEngineCapsuleDirection2D_SystemSingle__UnityEngineCollider2D(UnityEngine.Vector2 pointUnityEngine.Vector2 sizeUnityEngine.CapsuleDirection2D directionSystem.Single angle)
+
+ +

outputs: unnamed (Collider2D)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D OverlapCapsuleAll

+
+
+UnityEnginePhysics2D.__OverlapCapsuleAll__UnityEngineVector2_UnityEngineVector2_UnityEngineCapsuleDirection2D_SystemSingle__UnityEngineCollider2DArray(UnityEngine.Vector2 pointUnityEngine.Vector2 sizeUnityEngine.CapsuleDirection2D directionSystem.Single angle)
+
+ +

outputs: unnamed (Collider2D[])

+

flow: none

+

Unity Documentation

+
+
+

Physics2D OverlapCapsuleNonAlloc

+
+
+UnityEnginePhysics2D.__OverlapCapsuleNonAlloc__UnityEngineVector2_UnityEngineVector2_UnityEngineCapsuleDirection2D_SystemSingle_UnityEngineCollider2DArray__SystemInt32(UnityEngine.Vector2 pointUnityEngine.Vector2 sizeUnityEngine.CapsuleDirection2D directionSystem.Single angleUnityEngine.Collider2D[] results)
+
+ +

outputs: unnamed (Int32)

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D OverlapCircle

+
+
+UnityEnginePhysics2D.__OverlapCircle__UnityEngineVector2_SystemSingle__UnityEngineCollider2D(UnityEngine.Vector2 pointSystem.Single radius)
+
+ +

outputs: unnamed (Collider2D)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D OverlapCircleAll

+
+
+UnityEnginePhysics2D.__OverlapCircleAll__UnityEngineVector2_SystemSingle__UnityEngineCollider2DArray(UnityEngine.Vector2 pointSystem.Single radius)
+
+ +

outputs: unnamed (Collider2D[])

+

flow: none

+

Unity Documentation

+
+
+

Physics2D OverlapCircleNonAlloc

+
+
+UnityEnginePhysics2D.__OverlapCircleNonAlloc__UnityEngineVector2_SystemSingle_UnityEngineCollider2DArray__SystemInt32(UnityEngine.Vector2 pointSystem.Single radiusUnityEngine.Collider2D[] results)
+
+ +

outputs: unnamed (Int32)

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D OverlapCollider

+
+
+UnityEnginePhysics2D.__OverlapCollider__UnityEngineCollider2D_UnityEngineContactFilter2D_UnityEngineCollider2DArray__SystemInt32(UnityEngine.Collider2D colliderUnityEngine.ContactFilter2D contactFilterUnityEngine.Collider2D[] results)
+
+ +

outputs: unnamed (Int32)

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D OverlapPoint

+
+
+UnityEnginePhysics2D.__OverlapPoint__UnityEngineVector2__UnityEngineCollider2D(UnityEngine.Vector2 point)
+
+ +

outputs: unnamed (Collider2D)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D OverlapPointAll

+
+
+UnityEnginePhysics2D.__OverlapPointAll__UnityEngineVector2__UnityEngineCollider2DArray(UnityEngine.Vector2 point)
+
+ +

outputs: unnamed (Collider2D[])

+

flow: none

+

Unity Documentation

+
+
+

Physics2D OverlapPointNonAlloc

+
+
+UnityEnginePhysics2D.__OverlapPointNonAlloc__UnityEngineVector2_UnityEngineCollider2DArray__SystemInt32(UnityEngine.Vector2 pointUnityEngine.Collider2D[] results)
+
+ +

outputs: unnamed (Int32)

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D Raycast

+
+
+UnityEnginePhysics2D.__Raycast__UnityEngineVector2_UnityEngineVector2__UnityEngineRaycastHit2D(UnityEngine.Vector2 originUnityEngine.Vector2 direction)
+
+ +

outputs: unnamed (RaycastHit2D)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D RaycastAll

+
+
+UnityEnginePhysics2D.__RaycastAll__UnityEngineVector2_UnityEngineVector2__UnityEngineRaycastHit2DArray(UnityEngine.Vector2 originUnityEngine.Vector2 direction)
+
+ +

outputs: unnamed (RaycastHit2D[])

+

flow: none

+

Unity Documentation

+
+
+

Physics2D RaycastNonAlloc

+
+
+UnityEnginePhysics2D.__RaycastNonAlloc__UnityEngineVector2_UnityEngineVector2_UnityEngineRaycastHit2DArray__SystemInt32(UnityEngine.Vector2 originUnityEngine.Vector2 directionUnityEngine.RaycastHit2D[] results)
+
+ +

outputs: unnamed (Int32)

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_alwaysShowColliders

+
+
+UnityEnginePhysics2D.__set_alwaysShowColliders__SystemBoolean__SystemVoid(System.Boolean value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_angularSleepTolerance

+
+
+UnityEnginePhysics2D.__set_angularSleepTolerance__SystemSingle__SystemVoid(System.Single value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_baumgarteScale

+
+
+UnityEnginePhysics2D.__set_baumgarteScale__SystemSingle__SystemVoid(System.Single value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_baumgarteTOIScale

+
+
+UnityEnginePhysics2D.__set_baumgarteTOIScale__SystemSingle__SystemVoid(System.Single value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_callbacksOnDisable

+
+
+UnityEnginePhysics2D.__set_callbacksOnDisable__SystemBoolean__SystemVoid(System.Boolean value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_colliderAABBColor

+
+
+UnityEnginePhysics2D.__set_colliderAABBColor__UnityEngineColor__SystemVoid(UnityEngine.Color value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_colliderAsleepColor

+
+
+UnityEnginePhysics2D.__set_colliderAsleepColor__UnityEngineColor__SystemVoid(UnityEngine.Color value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_colliderAwakeColor

+
+
+UnityEnginePhysics2D.__set_colliderAwakeColor__UnityEngineColor__SystemVoid(UnityEngine.Color value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_colliderContactColor

+
+
+UnityEnginePhysics2D.__set_colliderContactColor__UnityEngineColor__SystemVoid(UnityEngine.Color value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_contactArrowScale

+
+
+UnityEnginePhysics2D.__set_contactArrowScale__SystemSingle__SystemVoid(System.Single value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_gravity

+
+
+UnityEnginePhysics2D.__set_gravity__UnityEngineVector2__SystemVoid(UnityEngine.Vector2 value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_jobOptions

+
+
+UnityEnginePhysics2D.__set_jobOptions__UnityEnginePhysicsJobOptions2D__SystemVoid(UnityEngine.PhysicsJobOptions2D value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_linearSleepTolerance

+
+
+UnityEnginePhysics2D.__set_linearSleepTolerance__SystemSingle__SystemVoid(System.Single value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_maxAngularCorrection

+
+
+UnityEnginePhysics2D.__set_maxAngularCorrection__SystemSingle__SystemVoid(System.Single value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_maxLinearCorrection

+
+
+UnityEnginePhysics2D.__set_maxLinearCorrection__SystemSingle__SystemVoid(System.Single value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_maxRotationSpeed

+
+
+UnityEnginePhysics2D.__set_maxRotationSpeed__SystemSingle__SystemVoid(System.Single value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_maxTranslationSpeed

+
+
+UnityEnginePhysics2D.__set_maxTranslationSpeed__SystemSingle__SystemVoid(System.Single value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_positionIterations

+
+
+UnityEnginePhysics2D.__set_positionIterations__SystemInt32__SystemVoid(System.Int32 value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_queriesStartInColliders

+
+
+UnityEnginePhysics2D.__set_queriesStartInColliders__SystemBoolean__SystemVoid(System.Boolean value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_reuseCollisionCallbacks

+
+
+UnityEnginePhysics2D.__set_reuseCollisionCallbacks__SystemBoolean__SystemVoid(System.Boolean value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_showColliderAABB

+
+
+UnityEnginePhysics2D.__set_showColliderAABB__SystemBoolean__SystemVoid(System.Boolean value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_showColliderContacts

+
+
+UnityEnginePhysics2D.__set_showColliderContacts__SystemBoolean__SystemVoid(System.Boolean value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_showColliderSleep

+
+
+UnityEnginePhysics2D.__set_showColliderSleep__SystemBoolean__SystemVoid(System.Boolean value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_timeToSleep

+
+
+UnityEnginePhysics2D.__set_timeToSleep__SystemSingle__SystemVoid(System.Single value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_velocityIterations

+
+
+UnityEnginePhysics2D.__set_velocityIterations__SystemInt32__SystemVoid(System.Int32 value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D set_velocityThreshold

+
+
+UnityEnginePhysics2D.__set_velocityThreshold__SystemSingle__SystemVoid(System.Single value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D SetLayerCollisionMask

+
+
+UnityEnginePhysics2D.__SetLayerCollisionMask__SystemInt32_SystemInt32__SystemVoid(System.Int32 layerSystem.Int32 layerMask)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D Simulate

+
+
+UnityEnginePhysics2D.__Simulate__SystemSingle__SystemBoolean(System.Single step)
+
+ +

outputs: unnamed (Boolean)

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D SyncTransforms

+
+
+UnityEnginePhysics2D.__SyncTransforms__SystemVoid()
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics2D ToString

+
+
+UnityEnginePhysics2D.__ToString__SystemString(UnityEngine.Physics2D instance)
+
+ +

outputs: unnamed (String)

+

flow: none

+

Unity Documentation

+
+
+

Physics2D

+
+
+Variable_UnityEnginePhysics2D(UnityEngine.Physics2D Physics2DSystem.String nameSystem.Boolean publicSystem.Boolean syncedSystem.String syncMode)
+
+ +

outputs: none

+

flow: none

+

Unity Documentation

+
+
+ + +
+
+ +
+