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Showing content from https://docs.unity3d.com/Manual/../ScriptReference/Physics.html below:

Unity - Scripting API: Physics

BakeMesh Prepares the mesh for use with a MeshCollider and uses default cooking options. BoxCast Casts the box along a ray and returns detailed information on what was hit. BoxCastAll Like Physics.BoxCast, but returns all hits. BoxCastNonAlloc Cast the box along the direction, and store hits in the provided buffer. CapsuleCast Casts a capsule against all colliders in the Scene and returns detailed information on what was hit. CapsuleCastAll Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects. CapsuleCastNonAlloc Casts a capsule against all colliders in the Scene and returns detailed information on what was hit into the buffer. CheckBox Check whether the given box overlaps with other colliders or not. CheckCapsule Checks if any colliders overlap a capsule-shaped volume in world space. CheckSphere Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates. ClosestPoint Returns a point on the given collider that is closest to the specified location. ComputePenetration Compute the minimal translation required to separate the given colliders apart at specified poses. GetIgnoreCollision Checks whether the collision detection system will ignore all collisions/triggers between collider1 and collider2 or not. GetIgnoreLayerCollision Are collisions between layer1 and layer2 being ignored? IgnoreCollision Makes the collision detection system ignore all collisions between collider1 and collider2. IgnoreLayerCollision 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. Linecast Returns true if there is any collider intersecting the line between start and end. OverlapBox Find all colliders touching or inside of the given box. OverlapBoxNonAlloc Find all colliders touching or inside of the given box, and store them into the buffer. OverlapCapsule Check the given capsule against the physics world and return all overlapping colliders. OverlapCapsuleNonAlloc Check the given capsule against the physics world and return all overlapping colliders in the user-provided buffer. OverlapSphere Computes and stores colliders touching or inside the sphere. OverlapSphereNonAlloc Computes and stores colliders touching or inside the sphere into the provided buffer. Raycast Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the Scene. RaycastAll Casts a ray through the Scene and returns all hits. Note that order of the results is undefined. RaycastNonAlloc Cast a ray through the Scene and store the hits into the buffer. Simulate Simulate physics in the Scene. SphereCast Casts a sphere along a ray and returns detailed information on what was hit. SphereCastAll Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. SphereCastNonAlloc Cast sphere along the direction and store the results into buffer. SyncTransforms Apply Transform changes to the physics engine.

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