+
+ +
+

Physics

+

The Physics module.

+
+
+
+

Physics BoxCast

+
+
+UnityEnginePhysics.__BoxCast__UnityEngineVector3_UnityEngineVector3_UnityEngineVector3__SystemBoolean(UnityEngine.Vector3 centerUnityEngine.Vector3 halfExtentsUnityEngine.Vector3 direction)
+
+ +

outputs: unnamed (Boolean)

+

flow: none

+

Unity Documentation

+
+
+

Physics BoxCastAll

+
+
+UnityEnginePhysics.__BoxCastAll__UnityEngineVector3_UnityEngineVector3_UnityEngineVector3__UnityEngineRaycastHitArray(UnityEngine.Vector3 centerUnityEngine.Vector3 halfExtentsUnityEngine.Vector3 direction)
+
+ +

outputs: unnamed (RaycastHit[])

+

flow: none

+

Unity Documentation

+
+
+

Physics BoxCastNonAlloc

+
+
+UnityEnginePhysics.__BoxCastNonAlloc__UnityEngineVector3_UnityEngineVector3_UnityEngineVector3_UnityEngineRaycastHitArray__SystemInt32(UnityEngine.Vector3 centerUnityEngine.Vector3 halfExtentsUnityEngine.Vector3 directionUnityEngine.RaycastHit[] results)
+
+ +

outputs: unnamed (Int32)

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics CapsuleCast

+
+
+UnityEnginePhysics.__CapsuleCast__UnityEngineVector3_UnityEngineVector3_SystemSingle_UnityEngineVector3__SystemBoolean(UnityEngine.Vector3 point1UnityEngine.Vector3 point2System.Single radiusUnityEngine.Vector3 direction)
+
+ +

outputs: unnamed (Boolean)

+

flow: none

+

Unity Documentation

+
+
+

Physics CapsuleCastAll

+
+
+UnityEnginePhysics.__CapsuleCastAll__UnityEngineVector3_UnityEngineVector3_SystemSingle_UnityEngineVector3__UnityEngineRaycastHitArray(UnityEngine.Vector3 point1UnityEngine.Vector3 point2System.Single radiusUnityEngine.Vector3 direction)
+
+ +

outputs: unnamed (RaycastHit[])

+

flow: none

+

Unity Documentation

+
+
+

Physics CapsuleCastNonAlloc

+
+
+UnityEnginePhysics.__CapsuleCastNonAlloc__UnityEngineVector3_UnityEngineVector3_SystemSingle_UnityEngineVector3_UnityEngineRaycastHitArray__SystemInt32(UnityEngine.Vector3 point1UnityEngine.Vector3 point2System.Single radiusUnityEngine.Vector3 directionUnityEngine.RaycastHit[] results)
+
+ +

outputs: unnamed (Int32)

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics CheckBox

+
+
+UnityEnginePhysics.__CheckBox__UnityEngineVector3_UnityEngineVector3__SystemBoolean(UnityEngine.Vector3 centerUnityEngine.Vector3 halfExtents)
+
+ +

outputs: unnamed (Boolean)

+

flow: none

+

Unity Documentation

+
+
+

Physics CheckCapsule

+
+
+UnityEnginePhysics.__CheckCapsule__UnityEngineVector3_UnityEngineVector3_SystemSingle__SystemBoolean(UnityEngine.Vector3 startUnityEngine.Vector3 endSystem.Single radius)
+
+ +

outputs: unnamed (Boolean)

+

flow: none

+

Unity Documentation

+
+
+

Physics CheckSphere

+
+
+UnityEnginePhysics.__CheckSphere__UnityEngineVector3_SystemSingle__SystemBoolean(UnityEngine.Vector3 positionSystem.Single radius)
+
+ +

outputs: unnamed (Boolean)

+

flow: none

+

Unity Documentation

+
+
+

Physics ClosestPoint

+
+
+UnityEnginePhysics.__ClosestPoint__UnityEngineVector3_UnityEngineCollider_UnityEngineVector3_UnityEngineQuaternion__UnityEngineVector3(UnityEngine.Vector3 pointUnityEngine.Collider colliderUnityEngine.Vector3 positionUnityEngine.Quaternion rotation)
+
+ +

outputs: unnamed (Vector3)

+

flow: none

+

Unity Documentation

+
+
+

Physics ComputePenetration

+
+
+UnityEnginePhysics.__ComputePenetration__UnityEngineCollider_UnityEngineVector3_UnityEngineQuaternion_UnityEngineCollider_UnityEngineVector3_UnityEngineQuaternion_UnityEngineVector3Ref_SystemSingleRef__SystemBoolean(UnityEngine.Collider colliderAUnityEngine.Vector3 positionAUnityEngine.Quaternion rotationAUnityEngine.Collider colliderBUnityEngine.Vector3 positionBUnityEngine.Quaternion rotationB)
+
+ +

outputs: direction (Vector3), distance (Single), unnamed (Boolean)

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics Equals

+
+
+UnityEnginePhysics.__Equals__SystemObject__SystemBoolean(UnityEngine.Physics instanceSystem.Object obj)
+
+ +

outputs: unnamed (Boolean)

+

flow: none

+

C# Documentation

+
+
+

Physics get_AllLayers

+
+
+UnityEnginePhysics.__get_AllLayers__SystemInt32()
+
+ +

outputs: unnamed (Int32)

+

flow: none

+

Unity Documentation

+
+
+

Physics get_defaultPhysicsScene

+
+
+UnityEnginePhysics.__get_defaultPhysicsScene__UnityEnginePhysicsScene()
+
+ +

outputs: unnamed (PhysicsScene)

+

flow: none

+

Unity Documentation

+
+
+

Physics get_DefaultRaycastLayers

+
+
+UnityEnginePhysics.__get_DefaultRaycastLayers__SystemInt32()
+
+ +

outputs: unnamed (Int32)

+

flow: none

+

Unity Documentation

+
+
+

Physics get_gravity

+
+
+UnityEnginePhysics.__get_gravity__UnityEngineVector3()
+
+ +

outputs: unnamed (Vector3)

+

flow: none

+

Unity Documentation

+
+
+

Physics get_IgnoreRaycastLayer

+
+
+UnityEnginePhysics.__get_IgnoreRaycastLayer__SystemInt32()
+
+ +

outputs: unnamed (Int32)

+

flow: none

+

Unity Documentation

+
+
+

Physics get_interCollisionDistance

+
+
+UnityEnginePhysics.__get_interCollisionDistance__SystemSingle()
+
+ +

outputs: unnamed (Single)

+

flow: none

+

Unity Documentation

+
+
+

Physics get_interCollisionSettingsToggle

+
+
+UnityEnginePhysics.__get_interCollisionSettingsToggle__SystemBoolean()
+
+ +

outputs: unnamed (Boolean)

+

flow: none

+

Unity Documentation

+
+
+

Physics get_interCollisionStiffness

+
+
+UnityEnginePhysics.__get_interCollisionStiffness__SystemSingle()
+
+ +

outputs: unnamed (Single)

+

flow: none

+

Unity Documentation

+
+
+

Physics get_reuseCollisionCallbacks

+
+
+UnityEnginePhysics.__get_reuseCollisionCallbacks__SystemBoolean()
+
+ +

outputs: unnamed (Boolean)

+

flow: none

+

Unity Documentation

+
+
+

Physics GetHashCode

+
+
+UnityEnginePhysics.__GetHashCode__SystemInt32(UnityEngine.Physics instance)
+
+ +

outputs: unnamed (Int32)

+

flow: none

+

Unity Documentation

+
+
+

Physics GetIgnoreLayerCollision

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

outputs: unnamed (Boolean)

+

flow: none

+

Unity Documentation

+
+
+

Physics GetType

+
+
+UnityEnginePhysics.__GetType__SystemType(UnityEngine.Physics instance)
+
+ +

outputs: unnamed (Type)

+

flow: none

+

Unity Documentation

+
+
+

Physics IgnoreCollision

+
+
+UnityEnginePhysics.__IgnoreCollision__UnityEngineCollider_UnityEngineCollider__SystemVoid(UnityEngine.Collider collider1UnityEngine.Collider collider2)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics Linecast

+
+
+UnityEnginePhysics.__Linecast__UnityEngineVector3_UnityEngineVector3__SystemBoolean(UnityEngine.Vector3 startUnityEngine.Vector3 end)
+
+ +

outputs: unnamed (Boolean)

+

flow: none

+

Unity Documentation

+
+
+

Physics OverlapBox

+
+
+UnityEnginePhysics.__OverlapBox__UnityEngineVector3_UnityEngineVector3__UnityEngineColliderArray(UnityEngine.Vector3 centerUnityEngine.Vector3 halfExtents)
+
+ +

outputs: unnamed (Collider[])

+

flow: none

+

Unity Documentation

+
+
+

Physics OverlapBoxNonAlloc

+
+
+UnityEnginePhysics.__OverlapBoxNonAlloc__UnityEngineVector3_UnityEngineVector3_UnityEngineColliderArray__SystemInt32(UnityEngine.Vector3 centerUnityEngine.Vector3 halfExtentsUnityEngine.Collider[] results)
+
+ +

outputs: unnamed (Int32)

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics OverlapCapsule

+
+
+UnityEnginePhysics.__OverlapCapsule__UnityEngineVector3_UnityEngineVector3_SystemSingle__UnityEngineColliderArray(UnityEngine.Vector3 point0UnityEngine.Vector3 point1System.Single radius)
+
+ +

outputs: unnamed (Collider[])

+

flow: none

+

Unity Documentation

+
+
+

Physics OverlapCapsuleNonAlloc

+
+
+UnityEnginePhysics.__OverlapCapsuleNonAlloc__UnityEngineVector3_UnityEngineVector3_SystemSingle_UnityEngineColliderArray__SystemInt32(UnityEngine.Vector3 point0UnityEngine.Vector3 point1System.Single radiusUnityEngine.Collider[] results)
+
+ +

outputs: unnamed (Int32)

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics OverlapSphere

+
+
+UnityEnginePhysics.__OverlapSphere__UnityEngineVector3_SystemSingle__UnityEngineColliderArray(UnityEngine.Vector3 positionSystem.Single radius)
+
+ +

outputs: unnamed (Collider[])

+

flow: none

+

Unity Documentation

+
+
+

Physics OverlapSphereNonAlloc

+
+
+UnityEnginePhysics.__OverlapSphereNonAlloc__UnityEngineVector3_SystemSingle_UnityEngineColliderArray__SystemInt32(UnityEngine.Vector3 positionSystem.Single radiusUnityEngine.Collider[] results)
+
+ +

outputs: unnamed (Int32)

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics Raycast

+
+
+UnityEnginePhysics.__Raycast__UnityEngineVector3_UnityEngineVector3__SystemBoolean(UnityEngine.Vector3 originUnityEngine.Vector3 direction)
+
+ +

outputs: unnamed (Boolean)

+

flow: none

+

Unity Documentation

+
+
+

Physics RaycastAll

+
+
+UnityEnginePhysics.__RaycastAll__UnityEngineVector3_UnityEngineVector3__UnityEngineRaycastHitArray(UnityEngine.Vector3 originUnityEngine.Vector3 direction)
+
+ +

outputs: unnamed (RaycastHit[])

+

flow: none

+

Unity Documentation

+
+
+

Physics RaycastNonAlloc

+
+
+UnityEnginePhysics.__RaycastNonAlloc__UnityEngineVector3_UnityEngineVector3_UnityEngineRaycastHitArray__SystemInt32(UnityEngine.Vector3 originUnityEngine.Vector3 directionUnityEngine.RaycastHit[] results)
+
+ +

outputs: unnamed (Int32)

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics RebuildBroadphaseRegions

+
+
+UnityEnginePhysics.__RebuildBroadphaseRegions__UnityEngineBounds_SystemInt32__SystemVoid(UnityEngine.Bounds worldBoundsSystem.Int32 subdivisions)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics set_gravity

+
+
+UnityEnginePhysics.__set_gravity__UnityEngineVector3__SystemVoid(UnityEngine.Vector3 value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics set_interCollisionDistance

+
+
+UnityEnginePhysics.__set_interCollisionDistance__SystemSingle__SystemVoid(System.Single value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics set_interCollisionSettingsToggle

+
+
+UnityEnginePhysics.__set_interCollisionSettingsToggle__SystemBoolean__SystemVoid(System.Boolean value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics set_interCollisionStiffness

+
+
+UnityEnginePhysics.__set_interCollisionStiffness__SystemSingle__SystemVoid(System.Single value)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics set_reuseCollisionCallbacks

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

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics Simulate

+
+
+UnityEnginePhysics.__Simulate__SystemSingle__SystemVoid(System.Single step)
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics SphereCast

+
+
+UnityEnginePhysics.__SphereCast__UnityEngineVector3_SystemSingle_UnityEngineVector3_UnityEngineRaycastHitRef_SystemSingle_SystemInt32_UnityEngineQueryTriggerInteraction__SystemBoolean(UnityEngine.Vector3 originSystem.Single radiusUnityEngine.Vector3 directionSystem.Single maxDistanceSystem.Int32 layerMaskUnityEngine.QueryTriggerInteraction queryTriggerInteraction)
+
+ +

outputs: hitInfo (RaycastHit), unnamed (Boolean)

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics SphereCastAll

+
+
+UnityEnginePhysics.__SphereCastAll__UnityEngineVector3_SystemSingle_UnityEngineVector3__UnityEngineRaycastHitArray(UnityEngine.Vector3 originSystem.Single radiusUnityEngine.Vector3 direction)
+
+ +

outputs: unnamed (RaycastHit[])

+

flow: none

+

Unity Documentation

+
+
+

Physics SphereCastNonAlloc

+
+
+UnityEnginePhysics.__SphereCastNonAlloc__UnityEngineVector3_SystemSingle_UnityEngineVector3_UnityEngineRaycastHitArray__SystemInt32(UnityEngine.Vector3 originSystem.Single radiusUnityEngine.Vector3 directionUnityEngine.RaycastHit[] results)
+
+ +

outputs: unnamed (Int32)

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics SyncTransforms

+
+
+UnityEnginePhysics.__SyncTransforms__SystemVoid()
+
+ +

outputs: none

+

flow inputs: unnamed

+

flow outputs: unnamed

+

Unity Documentation

+
+
+

Physics ToString

+
+
+UnityEnginePhysics.__ToString__SystemString(UnityEngine.Physics instance)
+
+ +

outputs: unnamed (String)

+

flow: none

+

Unity Documentation

+
+
+

Physics

+
+
+Variable_UnityEnginePhysics(UnityEngine.Physics PhysicsSystem.String nameSystem.Boolean publicSystem.Boolean syncedSystem.String syncMode)
+
+ +

outputs: none

+

flow: none

+

Unity Documentation

+
+
+ + +
+
+ +
+