UnityEngine.PhysicsModule A body that forms part of a Physics articulation. Position of the anchor relative to this body. Rotation of the anchor relative to this body. Damping factor that affects how this body resists rotations. The angular velocity of the body defined in world space. Whether or not to calculate the center of mass automatically. Whether or not to calculate the inertia tensor automatically. The center of mass of the body defined in local space. The ArticulationBody's collision detection mode. The amount of degrees of freedom of a body. The drive force in reduced coordinates. The additional layers that all Colliders attached to this ArticulationBody should exclude when deciding if the Collider can come into contact with another Collider. Allows you to specify that this body is not movable. The additional layers that all Colliders attached to this ArticulationBody should include when deciding if a the Collider can come into contact with another Collider. The index of the body in the hierarchy of articulation bodies. The inertia tensor of this body. The rotation of the inertia tensor. Indicates whether this body is the root body of the articulation (Read Only). The joint acceleration in reduced coordinates. The joint force in reduced coordinates. Allows you to specify the amount of friction that is applied as a result of the parent body moving relative to this body. The joint position in reduced coordinates. The type of joint connecting this body to its parent body. The joint velocity in reduced coordinates. Damping factor that affects how this body resists linear motion. The type of lock along X axis of movement. The type of lock along Y axis of movement. The type of lock along Z axis of movement. Linear velocity of the body defined in world space. The mass of this articulation body. Whether the parent anchor should be computed automatically or not. The maximum angular velocity of the articulation body measured in radians per second. The maximum velocity of an articulation body when moving out of penetrating state. The maximum joint velocity of the articulation body joint in reduced coordinates. The maximum linear velocity of the articulation body measured in meters per second. Position of the anchor relative to this body's parent. Rotation of the anchor relative to this body's parent. The mass-normalized energy threshold, below which objects start going to sleep. The solverIterations determines how accurately articulation body joints and collision contacts are resolved. The solverVelocityIterations affects how accurately articulation body joints and collision contacts are resolved during bounce. The magnitude of the conical swing angle relative to Y axis. The magnitude of the conical swing angle relative to Z axis. The type of lock for twist movement. Controls whether gravity affects this articulation body. The center of mass of the body defined in world space (Read Only). The properties of drive along or around X. The properties of drive along or around Y. The properties of drive along or around Z. Applies a force to the ArticulationBody. The force vector to apply. The type of force to apply. Applies a force to the ArticulationBody. The force vector to apply. The type of force to apply. Applies a force at a specific position, resulting in applying a torque and force on the object. The force vector in world coordinates. A position in world coordinates. The type of force to apply. Applies a force at a specific position, resulting in applying a torque and force on the object. The force vector in world coordinates. A position in world coordinates. The type of force to apply. Applies a force to the Articulation Body, relative to its local coordinate system. The force vector in local coordinates. The type of force to apply. Applies a force to the Articulation Body, relative to its local coordinate system. The force vector in local coordinates. The type of force to apply. Applies a torque to the articulation body, relative to its local coordinate system. The torque vector in local coordinates. The type of torque to apply. Applies a torque to the articulation body, relative to its local coordinate system. The torque vector in local coordinates. The type of torque to apply. Add torque to the articulation body. The torque to apply. The type of torque to apply. Add torque to the articulation body. The torque to apply. The type of torque to apply. Returns the force that the ArticulationBody has accumulated before the simulation step. The timestep of the next physics simulation. Accumulated force expressed in ForceMode.Force. Returns the torque that the ArticulationBody has accumulated before the simulation step. The timestep of the next physics simulation. Accumulated torque expressed in ForceMode.Force. Return the point on the articulation body that is closest to a given one. The point of interest. The point on the surfaces of all Colliders attached to this articulation body that is closest to the given one. Calculates and writes dense Jacobian matrix of the articulation body hierarchy to the supplied struct. Supplied struct to read back and store Jacobian matrix values. Number of elements in Jacobian matrix. Calculates and reads back reduced coordinate data start indexes in reduced coordinate data buffer for every articulation body in the hierarchy. Supplied list of integers to read back and store the data. Total degrees of freedom for the entire hierarchy of articulation bodies. Reads the entire hierarchy of Articulation Bodies and fills the supplied list of floats with Articulation Drive forces. Supplied list of floats to store the drive force data. Total degrees of freedom (DOF) for the entire hierarchy of Articulation Bodies. Reads back articulation body joint drive targets of the entire hierarchy to the supplied list of floats. Supplied list of floats to read back and store the joint drive targets data. Total degrees of freedom for the entire hierarchy of articulation bodies. Reads back articulation body joint drive target velocities of the entire hierarchy to the supplied list of floats . Supplied list of floats to read back and store the joint drive target velocities data. Total degrees of freedom for the entire hierarchy of articulation bodies. Reads back articulation body joint accelerations of the entire hierarchy to the supplied list of floats . Supplied list of floats to read back and store the joint accelerations data. Total degrees of freedom for the entire hierarchy of articulation bodies. Fills the supplied list of floats with the forces required to counteract the Coriolis and centrifugal forces for each Articulation Body in the articulation. Supplied list of floats to store the counteracting Coriolis/centrifugal force data. Total degrees of freedom (DoF) for the entire hierarchy of articulation bodies. Fills the supplied list of floats with forces required to counteract any existing external forces (applied using ArticulationBody.AddForce or ArticulationBody.AddTorque) for each Articulation Body in the articulation. Supplied list of floats to store the counteracting external force data. The timestep of the next physics simulation. Total degrees of freedom (DOF) for the entire hierarchy of articulation bodies. Reads back articulation body joint forces of the entire hierarchy to the supplied list of floats . Supplied list of floats to read back and store the joint forces data. Total degrees of freedom for the entire hierarchy of articulation bodies. Returns the forces required for the body to reach the provided acceleration in reduced space. The desired acceleration in reduced space. The forces needed for the body to reach the desired acceleration in reduced space. Fills the supplied list of floats with forces required to counteract gravity for each Articulation Body in the articulation. Supplied list of floats to store the counteracting gravity force data. Total degrees of freedom (DOF) for the entire hierarchy of articulation bodies. Reads back articulation body joint positions of the entire hierarchy to the supplied list of floats . Supplied list of floats to read back and store the joint positions data. Total degrees of freedom for the entire hierarchy of articulation bodies. Reads back articulation body joint velocities of the entire hierarchy to the supplied list of floats . Supplied list of floats to read back and store the joint velocities data. Total degrees of freedom for the entire hierarchy of articulation bodies. Gets the velocity of the articulation body at the specified worldPoint in global space. The velocity relative to the articulation body at the point relativePoint. Indicates whether the articulation body is sleeping. Reads the position and rotation of the Articulation Body from the physics system and applies it to the corresponding Transform component. Resets the center of mass of the articulation body. Resets the inertia tensor value and rotation. Sets the damping value of the specified drive. The drive axis. The value to set the damping to. Sets the force limit of the specified drive. The drive axis. The value to set the force limit to. Sets the lower and upper limits of the drive. The drive axis. The lower limit of the drive. The upper limit of the drive. Sets the stiffness value of the specified drive. The drive axis. The value to set the stiffness to. Sets the target value of the specified drive. The drive axis. The value to set the target to. Assigns articulation body joint drive targets for the entire hierarchy of bodies. Supplied list of floats used to set the joint drive targets. Assigns articulation body joint drive target velocities for the entire hierarchy of bodies. Supplied list of floats used to set the joint drive target velocities. Sets the target velocity value of the specified drive. The drive axis. The value to set the target velocity to. Assigns articulation body joint accelerations for the entire hierarchy of bodies. Supplied list of floats used to set the joint accelerations. Assigns articulation body joint forces for the entire hierarchy of bodies. Supplied list of floats used to set the joint forces. Assigns articulation body joint positions for the entire hierarchy of bodies. Supplied list of floats used to set the joint positions. Assigns articulation body joint velocities for the entire hierarchy of bodies. Supplied list of floats used to set the joint velocities. Forces an articulation body to sleep. Snap the anchor to the closest contact between the connected bodies. Teleport the root body of the articulation to a new pose. The new position of the root articulation body. The new orientation of the root articulation body. Forces an articulation body to wake up. The lock type applied to a particular degree of freedom of an articulation body. The relative motion of the two connected articulation bodies is unconstrained. The relative motion of the two connected articulation bodies is limited to a certain range. The relative motion of the two connected articulation bodies is not allowed. Drive applies forces and torques to the connected bodies. The damping of the spring attached to this drive. Specifies which drive type to use for this drive. The maximum force this drive can apply to a body. The lower limit of motion for a particular degree of freedom. The stiffness of the spring connected to this drive. The target value the drive will try to reach. The velocity of the body this drive will try to reach. The upper limit of motion for a particular degree of freedom. An axis of a drive of an ArticulationBody. The ArticulationBody drive that acts about the X axis. The ArticulationBody drive that acts about the Y axis. The ArticulationBody drive that acts about the Z axis. The drive type applied to a particular drive of an ArticulationBody. Drives in this mode output accelerations instead of forces or torques. Drives in this mode output forces and torques. Drives in this mode have a very high stiffness and track the ArticulationDrive.target almost kinematically. Drives in this mode have a very high damping and track the ArticulationDrive.targetVelocity almost kinematically. The floating point dense Jacobian matrix of the articulation body hierarchy. Number of columns of the matrix is equal to the total number of all joint degrees of freedom(DOF), plus 6 if ArticulationBody.immovable is false. List of floats representing Jacobian matrix. Number of rows of the matrix is equal to the number of articulation bodies in hierarchy times 6: 3 rows of linearpositional DOF and 3 rows of angularrotational DOF for each body. Initializes nRows X nCols Jacobian matrix to zeroes. Number of matrix rows. Number of matrix columns. Gets the [row, col] element of the matrix. The matrix row. The matrix column. The type of the joint that restricts movement of the two connected articulation bodies. Fixed joint doesn't allow any relative movement of the connected bodies. Prismatic joint only allows relative translation of the connection bodies along one specified axis. Revolute joint allows rotational movement around the X axis of the parent's anchor. Spherical joint only allows relative rotations of the two connected bodies. Coordinates in reduced space. The number of degrees of freedom of a body. Stores coordinates in reduced space. Coordinate of the first degree of freedom. Coordinate of the second degree of freedom. Coordinate of the third degree of freedom. Stores coordinates in reduced space. Coordinate of the first degree of freedom. Coordinate of the second degree of freedom. Coordinate of the third degree of freedom. Stores coordinates in reduced space. Coordinate of the first degree of freedom. Coordinate of the second degree of freedom. Coordinate of the third degree of freedom. Gets the coordinate along or about a specific degree of freedom. Use this struct to set up a box cast command to be performed asynchronously during a job. The center of the box. The direction in which to sweep the box. The maximum distance of the sweep. The half size of the box in each dimension. A LayerMask that is used to selectively ignore Colliders when casting a box. The rotation of the box. The physics scene this command is run in. Structure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces. Creates a BoxcastCommand. The center of the box. The half size of the box in each dimension. The rotation of the box. The direction in which to sweep the box. The maximum length of the cast. Structure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces. Creates a BoxcastCommand. The physics scene to run the command in. The center of the box. The half size of the box in each dimension. The rotation of the box. The direction in which to sweep the box. The maximum length of the cast. Structure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces. Creates a BoxcastCommand. The center of the box. The half size of the box in each dimension. The rotation of the box. The direction in which to sweep the box. The maximum length of the cast. A LayerMask that is used to selectively ignore Colliders when casting a box. Creates a BoxcastCommand. The physics scene to run the command in. The center of the box. The half size of the box in each dimension. The rotation of the box. The direction in which to sweep the box. The maximum length of the cast. A LayerMask that is used to selectively ignore Colliders when casting a box. Schedules a batch of boxcasts to be performed in a job. A NativeArray of the BoxcastCommand to perform. A NativeArray of RaycastHit where the result of commands are stored. The minimum number of commands to perform in a single job. The maximum number of Colliders the BoxCast can hit. A JobHandle of a job that must be completed before performing the box casts. Returns a JobHandle of the job that will perform the box casts. Schedules a batch of boxcasts to be performed in a job. A NativeArray of the BoxcastCommand to perform. A NativeArray of RaycastHit where the result of commands are stored. The minimum number of commands to perform in a single job. A JobHandle of a job that must be completed before performing the box casts. Returns a JobHandle of the job that will perform the box casts. 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. Use this struct to set up a capsule cast command that is performed asynchronously during a job. The direction of the capsule cast. The maximum distance the capsule cast checks for collision. A LayerMask that selectively ignores Colliders when casting a capsule. The physics scene this command is run in. The center of the sphere at the start of the capsule. The center of the sphere at the end of the capsule. Structure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces. The radius of the capsule. Creates a CapsulecastCommand. 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 of the capsule cast. Structure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces. The maximum length of the sweep. Creates a CapsulecastCommand. The physics scene to run the command in. 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 of the capsule cast. Structure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces. The maximum length of the sweep. Creates a CapsulecastCommand. 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 of the capsule cast. The maximum length of the sweep. The LayerMask that selectively ignores Colliders when casting a capsule. Creates a CapsulecastCommand. The physics scene to run the command in. 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 of the capsule cast. The maximum length of the sweep. The LayerMask that selectively ignores Colliders when casting a capsule. Schedules a batch of capsule casts to perform in a job. A NaviveArray of CapsulecastCommands to perform. A NavtiveArray of RaycastHit where the result of commands are stored. The minimum number of commands to perform in a single job. A jobHandle of a job that must be completed before performing capsule casts. The maximum number of Colliders the CapsuleCast can hit. Returns a JobHandle of the job that will performs the capsule casts. Schedules a batch of capsule casts to perform in a job. A NaviveArray of CapsulecastCommands to perform. A NavtiveArray of RaycastHit where the result of commands are stored. The minimum number of commands to perform in a single job. A jobHandle of a job that must be completed before performing capsule casts. Returns a JobHandle of the job that will performs the capsule casts. 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 measured 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). Supplies the movement of a GameObject with an attached CharacterController component. 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. Struct used to set up a closest point command to be performed asynchronously during a job. When you use this struct to schedule a batch of closest commands, they are performed asynchronously and in parallel to each other. The results of the closest points are written to the results buffer. Because the results are written asynchronously, the results buffer cannot be accessed until the job has been completed. The result for a command at index N in the command buffer is stored at index N in the results buffer. The ID of the Collider that you find the closest point on. Location you want to find the closest point to. The position of the Collider. The rotation of the Collider. The global scale of the Collider. Create a ClosestPointCommand using Instance ID of the Collider. Location you want to find the closest point to. The ID of the Collider that you find the closest point on. The position of the Collider. The rotation of the Collider. The global scale of the Collider. Schedule a batch of closest points which are performed in a job. 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 global scale of the Collider. Schedule a batch of closest points which are performed in a job. A NativeArray of the ClosestPointCommands to perform. A NativeArray of the Vector3 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 closest point starts. The JobHandle of the job that performs the closest point commands. A base class of all colliders. The articulation body the collider is attached to. The rigidbody the collider is attached to. The world space bounding volume of the collider (Read Only). Contact offset value of this collider. Enabled Colliders will collide with other Colliders, disabled Colliders won't. The additional layers that this Collider should exclude when deciding if the Collider can contact another Collider. Specify whether this Collider's contacts are modifiable or not. The additional layers that this Collider should include when deciding if the Collider can contact another Collider. Specify if this collider is configured as a trigger. A decision priority assigned to this Collider used when there is a conflicting decision on whether a Collider can contact another Collider. The material used by the collider. Whether or not this Collider generates contacts for Physics.ContactEvent. The shared physics material of this collider. The closest point on the collider given a specified location. Location you want to find the closest point to. The closest point on the collider, returned in world space coordinates. The closest point to the bounding box of the attached collider. The structure holding the geometric shape of the collider and its type. (Read Only) Returns the geometric shape of the collider of the requested type. Type of geometrical shape. 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. The max length of the ray. True when the ray intersects the collider, otherwise false. Struct used to retrieve information from an Overlap batch query. The Collider that was hit. The instance ID of the Collider that was hit. Describes a collision. The ArticulationBody of the collider that your GameObject collides with (Read Only). The Rigidbody or ArticulationBody of the collider that your Component collides with (Read Only). The Collider we hit (Read Only). Gets the number of contacts for this collision. The contact points generated by the physics engine. You should avoid using this as it produces memory garbage. Use GetContact or GetContacts instead. 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). Gets the contact point at the specified index. The index of the contact to retrieve. The contact at the specified index. Retrieves all contact points for this collision. An array of ContactPoint used to receive the results. Returns the number of contacts placed in the contacts array. Retrieves all contact points for this collision. A list of ContactPoint used to receive the results. Returns the number of contacts placed in the contacts list. 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. Speculative continuous collision detection is on for static and dynamic geometries 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. Enable this property to swap the order in which the physics engine processes the Rigidbodies involved in the joint. This results in different joint motion but has no impact on Rigidbodies and anchors. 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. A pair of Colliders that belong to the bodies in the parent ContactPairHeader struct. The first Collider component of the ContactPair. Instance ID of the first Collider in the ContactPair. The number of ContactPairPoints that this pair contains. Total impulse sum of the pair. Whether or not this pair is equivalent to a pair reported in MonoBehaviour.OnCollisionEnter events. Whether or not this pair is equivalent to a pair reported in MonoBehaviour.OnCollisionExit events. Whether or not this pair is equivalent to a pair reported in MonoBehaviour.OnCollisionStay events. The second Collider component of the ContactPair. Instance ID of the second Collider in the ContactPair. The first Collider component of the ContactPair. Instance ID of the first Collider in the ContactPair. The number of ContactPairPoints that this pair contains. Copies the internal ContactPairPoint buffer to the provided buffer. A native buffer that will be filled with ContactPairPoint data. Gets the ContactPairPoint at the provided index of this pair. The ContactPairPoint index. A reference or a copy of the ContactPairPoint struct at index. Get the index of a face that a particular contact point belongs to in this ContactPairPoint. The ContactPairPoint index. Index of a face this contact point belongs to. Total impulse sum of the pair. Whether or not this pair is equivalent to a pair reported in MonoBehaviour.OnCollisionEnter events. Whether or not this pair is equivalent to a pair reported in MonoBehaviour.OnCollisionExit events. Whether or not this pair is equivalent to a pair reported in MonoBehaviour.OnCollisionStay events. The second Collider component of the ContactPair. Instance ID of the second Collider in the ContactPair. A header struct which contains colliding bodies. The first Rigidbody or ArticulationBody in the pair. Instance ID of the first Rigidbody or the ArticualtionBody in the pair. The second Rigidbody or ArticulationBody in the pair. Instance ID of the second Rigidbody or the ArticualtionBody in the pair. Number of ContactPairs that this header contains. The first Rigidbody or ArticulationBody in the pair. Instance ID of the first Rigidbody or the ArticualtionBody in the pair. Gets the ContactPair at index of this pair header. The ContactPair index. A reference or a copy of the ContactPair struct at index. The second Rigidbody or ArticulationBody in the pair. Instance ID of the second Rigidbody or the ArticualtionBody in the pair. Number of ContactPairs that this header contains. A readonly struct describing a contact point between two Colliders. The impulse applied to this contact pair to resolve the collision. Normal of the contact point. The position of the contact point between the Colliders, in world space. The distance between the edges of Colliders at the contact point. The impulse applied to this contact pair to resolve the collision. Normal of the contact point. The position of the contact point between the Colliders, in world space. The distance between the edges of Colliders at the contact point. Describes a contact point where the collision occurs. The impulse applied to this contact pair to resolve the collision. 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 or ArticulationBody.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) If enabled, the angle of the hinge is extended to [-360, 360] degrees. 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. Defines whether the HingeJoint.spring outputs accelerations instead of 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. To be able to break, a joint must be _Locked_ or _Limited_ on the axis of rotation where the torque is being applied. This means that some joints cannot break, such as an unconstrained Configurable Joint. Position of the anchor relative to the connected Rigidbody. A reference to an articulation body this joint connects to. 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. Defines whether the drive is an acceleration drive or a force drive. 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 PhysicsMaterial. 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. Contains the basic geometric shape of a box. Create a box shape with the provided parameters. The distance from the center of the box to the edge on each axis. Returns the geometry type of this shape, which is BoxGeometry. The half extents of the box shape. Contains the basic geometric shape of a capsule. Create a capsule shape with the provided parameters. The radius of the capsule's end caps. The distance from the center of the capsule to the center of the end point sphere. Returns the geometry type of this shape, which is CapsuleGeometry. The distance from the center of the shape to the center of either half-sphere at the caps. The radius of the half-sphere at either cap of the capsule. Contains the basic geometric shape of a convex mesh. Returns the geometry type of this shape, which is ConvexMeshGeometry. The scale of this geometry. The rotation of the scale axis of this geometry. Holds the basic information of a geometric shape and its type. Return the specified geometric shape stored inside this Geometry Holder object. Returns the basic geometric shape which is stored in the GeometryHolder. Create a GeometryHolder object with a specified geometric shape. The geometry to store in this GeometryHolder. Returns the GeometryHolder object with the geometric shape stored inside. Returns the type of the geometry shape that was saved previously. The set of basic geometry shape types that can exist. A cube shape. A capsule shape. A convex mesh shape. An invalid shape type. A sphere shape. The geometric shape of a Terrain collider. A triangle or non-convex mesh shape. All basic geometric shapes implement this interface. Return the geometry type of the shape that implemented this interface. Describes a contact where two shapes collide. The normal of the contact point. The position of the contact point in world space. The distance between the shapes at the contact point. This class contains methods to run the immediate simulation steps. Generates the contact points for all the given pairs of shapes. Stores the resulting contacts in the ImmediateContact array, and the number of contacts per each pair in the `outContactCounts` array. The array that holds the first member of each pair of GeometryHolder objects with shapes assigned. The array that holds the second member of each pair of GeometryHolder objects with shapes assigned. The array that holds the first member of each pair of ImmediateTransforms. The array that holds the second member of each pair of ImmediateTransforms. The number of pairs provided in the GeometryHolder and ImmediateTransform arrays. The output array of contacts that were generated. The output array of how many contacts were generated for each pair. The distance at which contacts begin to be generated between the pairs. Returns the total number of contact points that were generated. A transform, containing a position and rotation. The world space position of the object. The world space rotation of the object. Contains the basic geometric shape of a sphere. Create a sphere shape with the provided parameter. The radius of the sphere. Returns the geometry type of this shape, which is SphereGeometry. The radius of the sphere shape. Contains the geometric shape of a Terrain collider. Returns the geometry type of this shape, which is TerrainGeometry. Contains the basic geometric shape of a non-convex mesh (sometimes known as a triangle mesh). Returns the geometry type of this shape, which is TriangleMeshGeometry. The scale of this geometry. The rotation of the scale axis of this geometry. 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. Determines whether to use the fast midphase structure that doesn't require R-trees. Toggle the removal of equal vertices. A light-weight proxy that allows to access the contact buffers directly. Angular velocity of the first body in the contact pair. Instance ID of the first body in this contact pair. Linear velocity of the first body in the contact pair. Instance ID of the first Collider in this contact pair. The amount of the contact points generated for this contact pair. Mass-related properties of this contact pair, such as the mass ratio. Angular velocity of the second body in the contact pair. Instance ID of the second body in this contact pair. Linear velocity of the second body in the contact pair. Instance ID of the second collider in this contact pair. World-space position of the second collider in this contact pair as seen by the solver. World-space rotation of the second collider in this contact pair as seen by the solver. World-space position of the first collider in this contact pair as seen by the solver. World-space rotation of the first collider in this contact pair as seen by the solver. Get the restitution value for the specified contact point in this contact pair. Index of the contact point. Bounciness value for the specified contact point. Get the value of the dynamic friction for a specified contact point in this contact pair. Index of the contact point. Dynamic friction coefficient. Get the index of a face a particular contact point belongs to in this contact pair. Use this with Mesh.triangles. Index of the contact point. Index of a face this contact point belongs to. Get the maximum impulse that the solver can apply at a particular contact point in this contact pair. Index of the contact point. The maximum impulse that can be applied. Get the normal at a particular contact point in this contact pair. Index of the contact point. Normal at the contact point. Get the location of a particular contact point in this contact pair. Index of the contact point. The location of a contact point. Get the separation value at a particular contact point in this contact pair. Index of the contact point. The separation at a contact point. Get the static friction coefficient at a particular point of the contact pair. Index of the contact point. The static friction coefficient at a contact point. Get the target velocity the solver should aim reaching at a particular contact point in this contact pair. Index of the contact point. The target velocity at a contact point. Ignore the specified contact point in this contact pair. Index of the contact point. Set the restitution value for the specified contact point in this contact pair. Index of the contact point. Bounciness value for the specified contact point. Set the value of the dynamic friction for a specified contact point in this contact pair. Index of the contact point. Dynamic friction coefficient. Set the maximum impulse that the solver can apply at a particular contact point in this contact pair. Index of the contact point. The maximum impulse that can be applied. Set the normal at a particular contact point in this contact pair. Index of the contact point. Normal at the contact point. Set the location of a particular contact point in this contact pair. Index of the contact point. The location of a contact point. Set the separation value at a particular contact point in this contact pair. Index of the contact point. The separation at a contact point. Set the static friction coefficient at a particular point of the contact pair. Index of the contact point. The static friction coefficient at a contact point. Set the target velocity the solver should aim reaching at a particular contact point in this contact pair. Index of the contact point. The target velocity at a contact point. Mass-related modifiable properties of a contact pair. The inverse inertia scaling that the solver should apply to the first body of this contact pair. The inverse mass scaling that the solver should apply to the first body of this contact pair. The inverse inertia scaling that the solver should apply to the second body of this contact pair. The inverse mass scaling that the solver should apply to the second body of this contact pair. Struct used to set up an overlap box command to be performed asynchronously during a job. The center of the box. Half of the size of the box in each dimension. The orientation of the box. The physics scene this command is run in. Structure for specifying additional parameters for a batch query such as layer mask or hit triggers. Create an OverlapBoxCommand. The center of the box. The half of the size of the box in each dimension. The orientation of the box. Structure for specifying additional parameters for a batch query such as layer mask, hit triggers. Create a OverlapBoxCommand. The physics scene to run the overlap box query in. The center of the box. Half of the size of the box in each dimension. The orientation of the box. Structure for specifying additional parameters for a batch query such as layer mask or hit triggers. Schedule a batch of overlap box commands to perform in a job. A NativeArray of the OverlapBoxCommands to perform. A NativeArray of the ColliderHits where the results of the commands are stored. The minimum number of commands to perform in a single job. The maximum number of Colliders the overlap can hit. A JobHandle of a job which must be completed before the overlap box starts. The JobHandle of the job which will perform the overlap box. Struct used to set up an overlap capsule command to be performed asynchronously during a job. The physics scene this command is run in. The center of the sphere at the start of the capsule. The center of the sphere at the end of the capsule. Structure for specifying additional parameters for a batch query such as layer mask or hit triggers. The radius of the capsule. Create an OverlapCapsuleCommand. 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. Structure for specifying additional parameters for a batch query such as layer mask or hit triggers. Create an OverlapCapsuleCommand. The physics scene this command is run in. 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. Structure for specifying additional parameters for a batch query such as layer mask or hit triggers. Schedule a batch of overlap capsule commands to perform in a job. A NativeArray of the OverlapCapsuleCommands to perform. A NativeArray of the ColliderHits where the results of the commands are stored. The minimum number of commands to perform in a single job. The maximum number of Colliders the overlap can hit. A JobHandle of a job which must be completed before the overlap capsule starts. The JobHandle of the job wich will perform the overlap capsule. Struct used to setup an overlap sphere command to be performed asynchronously during a job. The physics scene the command is run in. The center of the sphere. Structure for specifying additional parameters for a batch query such as layer mask or hit triggers. The radius of the sphere. Create an OverlapSphereCommand. The center of the sphere. The radius of the sphere. Structure for specifying additional parameters for a batch query such as layer mask or hit triggers. Create an OverlapSphereCommand. The physics scene to run the overlap sphere query in. The center of the sphere. The radius of the sphere. Structure for specifying additional parameters for a batch query such as layer mask or hit triggers. Schedule a batch of overlap sphere commands to perform in a job. A NativeArray of the OverlapSphereCommands to perform. A NativeArray of the ColliderHits where the results of the commands are stored. The minimum number of commands to perform in a single job. The maximum number of Colliders the overlap can hit. A JobHandle of a job which must be completed before the overlap sphere starts. The JobHandle of the job which will perform the overlap sphere. 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. Cloth Gravity setting. Set gravity for all cloth components. The default contact offset of the newly created colliders. Default maximum angular speed of the dynamic Rigidbody, in radians (default 50). The maximum default velocity needed to move a Rigidbody's collider out of another collider's surface penetration. Must be positive. The PhysicsScene automatically created when Unity starts. 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. Enables an improved patch friction mode that guarantees static and dynamic friction do not exceed analytical results. Sets the minimum separation distance for cloth inter-collision. Sets the cloth inter-collision stiffness. Whether or not MonoBehaviour collision messages will be sent by the physics system. 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. Determines whether the garbage collector should reuse only a single instance of a Collision type for all collision callbacks. Controls when Unity executes the physics simulation. 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. Prepares the mesh for use with a MeshCollider and uses default cooking options. The instance ID of the mesh to bake collision data from. A flag to indicate whether to bake convex geometry or not. Prepares the mesh for use with a MeshCollider. The instance ID of the mesh to bake collision data from. A flag to indicate whether to bake convex geometry or not. The cooking options to use when you bake the mesh. 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. (Additional resources: 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. (Additional resources: 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 filter which colliders are considered 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. Subscribe to this event to read all collisions that occurred during the physics simulation step. A delegate to call. The physics scene that the contacts belong to. A contact buffer where all the contact data of the previous simulation step is stored. Subscribe to this event to be able to customize the collision response for contact pairs. A delegate to call. Subscribe to this event to be able to customize the collision response of CCD generated contact pairs. A delegate to call. Layer mask constant to select default raycast layers. Checks whether the collision detection system will ignore all collisionstriggers between collider1 and collider2/ or not. The first collider to compare to collider2. The second collider to compare to collider1. Whether the collision detection system will ignore all collisionstriggers between collider1 and collider2/ or not. Are collisions between layer1 and layer2 being ignored? Makes the collision detection system ignore all collisions between collider1 and collider2. Any collider. Another collider you want to have collider1 to start or stop ignoring collisions with. Whether or not the collisions between the two colliders should be ignored or not. 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 filter which colliders are considered 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 filter which colliders are considered 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. (Additional resources: 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 filter which colliders are considered 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 filter which colliders are considered 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. Computes and stores colliders touching or inside the sphere. Center of the sphere. Radius of the sphere. A defines which layers of colliders to include in the query. Specifies whether this query should hit Triggers. Returns an array with all colliders touching or inside the sphere. 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 defines which layers of colliders to include in the query. Specifies whether this query should hit Triggers. Returns 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 filter which colliders are considered when casting a ray. Specifies whether this query should hit Triggers. Returns 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 closest collider was hit. (Additional resources: RaycastHit). The max distance the ray should check for collisions. A that is used to selectively filter which colliders are considered when casting a ray. Specifies whether this query should hit Triggers. Returns 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 filter which colliders are considered when casting a ray. Specifies whether this query should hit Triggers. Returns 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 closest collider was hit. (Additional resources: RaycastHit). The max distance the ray should check for collisions. A that is used to selectively filter which colliders are considered when casting a ray. Specifies whether this query should hit Triggers. Returns true when the ray intersects any collider, otherwise false. Casts a ray through the Scene and returns all hits. Note that order of the results is undefined. 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 filter which colliders are considered when casting a ray. Specifies whether this query should hit Triggers. An array of RaycastHit objects. Note that the order of the results is undefined. Additional resources: 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 filter which colliders are considered 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 filter which colliders are considered 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. Specifies whether this query should hit Triggers. A that is used to selectively filter which colliders are considered when casting a ray. 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. (Additional resources: RaycastHit). The max length of the cast. A that is used to selectively ignore colliders when casting a sphere. 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 sphere. 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. (Additional resources: RaycastHit). The max length of the cast. A that is used to selectively ignore colliders when casting a sphere. 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. 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. Determines how the friction is combined. The friction coefficient used when an object is lying on a surface. 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 symmetrically 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. Represents a single instance of a 3D physics Scene. 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. (Additional resources: 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. 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. 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 this physics 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. If true is returned, hitInfo will contain more information about where the collider was hit. (Additional resources: RaycastHit). 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. Casts a capsule against all colliders in this physics 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 buffer to store the results in. 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 to the results buffer. Interpolates Rigidbodies in this PhysicsScene. Gets whether the physics Scene is empty or not. Is the physics Scene is empty? Gets whether the physics Scene is valid or not. Is the physics scene valid? 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 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. 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 number of colliders detected that overlap with the sphere and were stored in the results array. The return value cannot exceed the size of the results array. 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, 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. If true is returned, hitInfo will contain more information about where the collider was hit. (Additional resources: 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 if the ray intersects with a Collider, otherwise false. Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the Scene. The starting point and direction of the ray. The 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. The amount of hits stored into the results buffer. True if the ray intersects with a Collider, otherwise false. Resets the Transform positions of interpolated and extrapolated Rigidbodies in this PhysicsScene to Rigidbody.position and Transform rotations to Rigidbody.rotation. Runs specified physics simulation stages on this physics scene. The time to advance physics by. An enum to specify which stages to run. A flag enum to specify any additional simulation options. Simulate physics associated with this PhysicsScene. The time to advance physics by. Whether the simulation was run or not. Running the simulation during physics callbacks will always fail. 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. (Additional resources: 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. 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 into which to sweep the sphere. The buffer to save the results to. The max length of the cast. A that is used to selectively ignore colliders when casting a capsule. A that is used to selectively ignore colliders when casting a capsule. The amount of hits stored into the results buffer. Scene extensions to access the underlying physics scene. An extension method that returns the 3D physics Scene from the Scene. The Scene from which to return the 3D physics Scene. The 3D physics Scene used by the Scene. Creates a struct to set up parameters for batch queries: RaycastCommand, BoxcastCommand, CapsulecastCommand, SpherecastCommand. Whether physics queries should hit back-face triangles. Whether raycast batch query should hit multiple faces. Whether queries hit Triggers by default. A LayerMask that is used to selectively ignore Colliders when casting a ray. Struct used to set up parameters for queries: RaycastCommand, BoxcastCommand, CapsulecastCommand, SpherecastCommand. A LayerMask that is used to selectively ignore Colliders when casting a ray. Whether raycast batch query should hit multiple faces. Whether queries hit Triggers by default. Whether physics queries should hit back-face triangles. Create a default QueryParameters struct. 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 physics scene this command is run in. Structure for specifying additional parameters for a batch query such as layer mask, hit multiple mesh faces, hit triggers and hit backfaces. 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. Structure for specifying additional parameters for a batch query such as layer mask, hit multiple mesh faces, hit triggers and hit backfaces. Create a RaycastCommand. The physics scene to run the raycast query in. The starting point of the ray in world coordinates. The direction of the ray. The maximum distance the ray should check for collisions. Structure for specifying additional parameters for a batch query such as layer mask, hit multiple mesh faces, hit triggers and hit backfaces. 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. 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. Create a RaycastCommand. The physics scene to run the raycast query in. 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. Create a RaycastCommand. The physics scene to run the raycast query in. 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 to perform 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 commands to perform in a single job. A JobHandle of a job which must be completed before the raycast starts. The maximum number of Colliders the ray can hit. The JobHandle of the job which will perform the raycasts. Schedule a batch of raycasts to perform 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 commands to perform 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 ArticulationBody of the collider that was hit. If the collider is not attached to an articulation body then it is null. The barycentric coordinate of the triangle we hit. The Collider that was hit. Instance ID of 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 damping of the object. The angular velocity vector of the rigidbody measured in radians per second. Whether or not to calculate the center of mass automatically. Whether or not to calculate the inertia tensor automatically. 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 additional layers that all Colliders attached to this Rigidbody should exclude when deciding if the Collider can come into contact with another Collider. Controls whether physics will change the rotation of the object. The additional layers that all Colliders attached to this Rigidbody should include when deciding if the Collider can come into contact with another Collider. The inertia tensor of this body, defined as a diagonal matrix in a reference frame positioned at this body's center of mass and rotated by Rigidbody.inertiaTensorRotation. The rotation of the inertia tensor. Interpolation provides a way to manage the appearance of jitter in the movement of your Rigidbody GameObjects at run time. Controls whether physics affects the rigidbody. The linear damping of the Rigidbody linear velocity. The linear velocity vector of the rigidbody. It represents the rate of change of Rigidbody position. The mass of the rigidbody. The maximum angular velocity of the rigidbody measured in radians per second. (Default 7) range { 0, infinity }. Maximum velocity of a rigidbody when moving out of penetrating state. The maximum linear velocity of the rigidbody measured in meters per second. 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 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. The type of torque to apply. Adds a torque to the rigidbody. Torque vector in world coordinates. The type of torque to apply. 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 type of torque to apply. 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 type of torque to apply. The closest point to the bounding box of the attached colliders. Returns the force that the Rigidbody has accumulated before the simulation step. The timestep of the next physics simulation. Accumulated force expressed in ForceMode.Force. Returns the torque that the Rigidbody has accumulated before the simulation step. The timestep of the next physics simulation. Accumulated torque expressed in ForceMode.Force. 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 and rotates the Rigidbody to rotation. The new position for the Rigidbody. The new rotation for the Rigidbody. Moves the kinematic Rigidbody towards position. Provides the new position for the Rigidbody object. Rotates the rigidbody to rotation. The new rotation for the Rigidbody. Applies the position and rotation of the Rigidbody to the corresponding Transform component. 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 until woken up. 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 (Additional resources: 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. A selection of modes that control when Unity executes the physics simulation. Use this enumeration to instruct Unity to execute the physics simulation immediately after the MonoBehaviour.FixedUpdate. Use this enumeration to instruct Unity to execute the physics simulation manually when you call Physics.Simulate. Use this enumeration to instruct Unity to execute the physics simulation immediately after MonoBehaviour.Update. An enumerator that specifies physics simulation options. Shorthand for all SimulationOption flags. Define whether or not to skip the simulation if there are no active physics objects in the scene. Shorthand for no SimulationOption flags. Define whether or not to sync modified Transform poses to the physics system. A flag enum to determine which simulation stages to run. Shorthand for combining all the SimulationStages. Shorthand for none of the SimulationStages. This stage prepares the physics scene for simulation. This stage publishes simulation results. This stage advances the scene in time. 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. The limit position/angle of the joint (in degrees). 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. Use this struct to set up a sphere cast command that is performed asynchronously during a job. The direction of the sphere cast. The maximum distance the sphere should check for collisions. The LayerMask that selectively ignores Colliders when casting a sphere. The starting point of the sphere cast in world coordinates. The physics scene this command is run in. Structure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces. The radius of the casting sphere. Creates a SpherecastCommand. The starting point of the sphere cast. The radius of the casting sphere. The direction of the sphere cast. Structure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces. The maximum distance the cast should check for collisions. Creates a SpherecastCommand. The physics scene to run the command in. The starting point of the sphere cast. The radius of the casting sphere. The direction of the sphere cast. Structure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces. The maximum distance the cast should check for collisions. Creates a SpherecastCommand. The starting point of the sphere cast. The radius of the casting sphere. The direction of the sphere cast. The maximum distance the cast should check for collisions. The LayerMask that selectively ignores Colliders when casting a sphere. Creates a SpherecastCommand. The physics scene to run the command in. The starting point of the sphere cast. The radius of the casting sphere. The direction of the sphere cast. The maximum distance the cast should check for collisions. The LayerMask that selectively ignores Colliders when casting a sphere. Schedules a batch of sphere casts to perform in a job. A NativeArray of SpherecastCommands to perform. A NativeArray of RaycastHit where the result of commands are stored. The minimum number of commands to perform in a job. A JobHandle of the job that must be completed before performing the sphere casts. The maximum number of Colliders the SphereCast can hit. Returns a JobHandle of the job that will perform the sphere casts. Schedules a batch of sphere casts to perform in a job. A NativeArray of SpherecastCommands to perform. A NativeArray of RaycastHit where the result of commands are stored. The minimum number of commands to perform in a job. A JobHandle of the job that must be completed before performing the sphere casts. Returns a JobHandle of the job that will perform the sphere casts. 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).