Unity_1lab/1 laba/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.PhysicsModule.xml

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XML

<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.PhysicsModule</name>
</assembly>
<member name="T:UnityEngine.ArticulationBody">
<summary>
<para>A body that forms part of a Physics articulation.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.anchorPosition">
<summary>
<para>Position of the anchor relative to this body.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.anchorRotation">
<summary>
<para>Rotation of the anchor relative to this body.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.angularDamping">
<summary>
<para>Damping factor that affects how this body resists rotations.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.angularVelocity">
<summary>
<para>The angular velocity of the body defined in world space.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.automaticCenterOfMass">
<summary>
<para>Whether or not to calculate the center of mass automatically.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.automaticInertiaTensor">
<summary>
<para>Whether or not to calculate the inertia tensor automatically.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.centerOfMass">
<summary>
<para>The center of mass of the body defined in local space.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.collisionDetectionMode">
<summary>
<para>The ArticulationBody's collision detection mode.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.dofCount">
<summary>
<para>The amount of degrees of freedom of a body.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.driveForce">
<summary>
<para>The drive force in reduced coordinates.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.excludeLayers">
<summary>
<para>The additional layers that all Colliders attached to this ArticulationBody should exclude when deciding if the Collider can come into contact with another Collider.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.immovable">
<summary>
<para>Allows you to specify that this body is not movable.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.includeLayers">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.index">
<summary>
<para>The index of the body in the hierarchy of articulation bodies.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.inertiaTensor">
<summary>
<para>The inertia tensor of this body.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.inertiaTensorRotation">
<summary>
<para>The rotation of the inertia tensor.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.isRoot">
<summary>
<para>Indicates whether this body is the root body of the articulation (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.jointAcceleration">
<summary>
<para>The joint acceleration in reduced coordinates.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.jointForce">
<summary>
<para>The joint force in reduced coordinates.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.jointFriction">
<summary>
<para>Allows you to specify the amount of friction that is applied as a result of the parent body moving relative to this body.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.jointPosition">
<summary>
<para>The joint position in reduced coordinates.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.jointType">
<summary>
<para>The type of joint connecting this body to its parent body.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.jointVelocity">
<summary>
<para>The joint velocity in reduced coordinates.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.linearDamping">
<summary>
<para>Damping factor that affects how this body resists linear motion.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.linearLockX">
<summary>
<para>The type of lock along X axis of movement.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.linearLockY">
<summary>
<para>The type of lock along Y axis of movement.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.linearLockZ">
<summary>
<para>The type of lock along Z axis of movement.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.linearVelocity">
<summary>
<para>Linear velocity of the body defined in world space.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.mass">
<summary>
<para>The mass of this articulation body.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.matchAnchors">
<summary>
<para>Whether the parent anchor should be computed automatically or not.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.maxAngularVelocity">
<summary>
<para>The maximum angular velocity of the articulation body measured in radians per second.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.maxDepenetrationVelocity">
<summary>
<para>The maximum velocity of an articulation body when moving out of penetrating state.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.maxJointVelocity">
<summary>
<para>The maximum joint velocity of the articulation body joint in reduced coordinates.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.maxLinearVelocity">
<summary>
<para>The maximum linear velocity of the articulation body measured in meters per second.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.parentAnchorPosition">
<summary>
<para>Position of the anchor relative to this body's parent.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.parentAnchorRotation">
<summary>
<para>Rotation of the anchor relative to this body's parent.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.sleepThreshold">
<summary>
<para>The mass-normalized energy threshold, below which objects start going to sleep.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.solverIterations">
<summary>
<para>The solverIterations determines how accurately articulation body joints and collision contacts are resolved.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.solverVelocityIterations">
<summary>
<para>The solverVelocityIterations affects how accurately articulation body joints and collision contacts are resolved during bounce.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.swingYLock">
<summary>
<para>The magnitude of the conical swing angle relative to Y axis.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.swingZLock">
<summary>
<para>The magnitude of the conical swing angle relative to Z axis.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.twistLock">
<summary>
<para>The type of lock for twist movement.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.useGravity">
<summary>
<para>Controls whether gravity affects this articulation body.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.worldCenterOfMass">
<summary>
<para>The center of mass of the body defined in world space (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.xDrive">
<summary>
<para>The properties of drive along or around X.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.yDrive">
<summary>
<para>The properties of drive along or around Y.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationBody.zDrive">
<summary>
<para>The properties of drive along or around Z.</para>
</summary>
</member>
<member name="M:UnityEngine.ArticulationBody.AddForce(UnityEngine.Vector3)">
<summary>
<para>Applies a force to the ArticulationBody.</para>
</summary>
<param name="force">The force vector to apply.</param>
<param name="mode">The type of force to apply.</param>
</member>
<member name="M:UnityEngine.ArticulationBody.AddForce(UnityEngine.Vector3,UnityEngine.ForceMode)">
<summary>
<para>Applies a force to the ArticulationBody.</para>
</summary>
<param name="force">The force vector to apply.</param>
<param name="mode">The type of force to apply.</param>
</member>
<member name="M:UnityEngine.ArticulationBody.AddForceAtPosition(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Applies a force at a specific position, resulting in applying a torque and force on the object.</para>
</summary>
<param name="force">The force vector in world coordinates.</param>
<param name="position">A position in world coordinates.</param>
<param name="mode">The type of force to apply.</param>
</member>
<member name="M:UnityEngine.ArticulationBody.AddForceAtPosition(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.ForceMode)">
<summary>
<para>Applies a force at a specific position, resulting in applying a torque and force on the object.</para>
</summary>
<param name="force">The force vector in world coordinates.</param>
<param name="position">A position in world coordinates.</param>
<param name="mode">The type of force to apply.</param>
</member>
<member name="M:UnityEngine.ArticulationBody.AddRelativeForce(UnityEngine.Vector3)">
<summary>
<para>Applies a force to the Articulation Body, relative to its local coordinate system.</para>
</summary>
<param name="force">The force vector in local coordinates.</param>
<param name="mode">The type of force to apply.</param>
</member>
<member name="M:UnityEngine.ArticulationBody.AddRelativeForce(UnityEngine.Vector3,UnityEngine.ForceMode)">
<summary>
<para>Applies a force to the Articulation Body, relative to its local coordinate system.</para>
</summary>
<param name="force">The force vector in local coordinates.</param>
<param name="mode">The type of force to apply.</param>
</member>
<member name="M:UnityEngine.ArticulationBody.AddRelativeTorque(UnityEngine.Vector3)">
<summary>
<para>Applies a torque to the articulation body, relative to its local coordinate system.</para>
</summary>
<param name="torque">The torque vector in local coordinates.</param>
<param name="mode">The type of torque to apply.</param>
</member>
<member name="M:UnityEngine.ArticulationBody.AddRelativeTorque(UnityEngine.Vector3,UnityEngine.ForceMode)">
<summary>
<para>Applies a torque to the articulation body, relative to its local coordinate system.</para>
</summary>
<param name="torque">The torque vector in local coordinates.</param>
<param name="mode">The type of torque to apply.</param>
</member>
<member name="M:UnityEngine.ArticulationBody.AddTorque(UnityEngine.Vector3)">
<summary>
<para>Add torque to the articulation body.</para>
</summary>
<param name="torque">The torque to apply.</param>
<param name="mode">The type of torque to apply.</param>
</member>
<member name="M:UnityEngine.ArticulationBody.AddTorque(UnityEngine.Vector3,UnityEngine.ForceMode)">
<summary>
<para>Add torque to the articulation body.</para>
</summary>
<param name="torque">The torque to apply.</param>
<param name="mode">The type of torque to apply.</param>
</member>
<member name="M:UnityEngine.ArticulationBody.GetAccumulatedForce(System.Single)">
<summary>
<para>Returns the force that the ArticulationBody has accumulated before the simulation step.</para>
</summary>
<param name="step">The timestep of the next physics simulation.</param>
<returns>
<para>Accumulated force expressed in ForceMode.Force.</para>
</returns>
</member>
<member name="M:UnityEngine.ArticulationBody.GetAccumulatedTorque(System.Single)">
<summary>
<para>Returns the torque that the ArticulationBody has accumulated before the simulation step.</para>
</summary>
<param name="step">The timestep of the next physics simulation.</param>
<returns>
<para>Accumulated torque expressed in ForceMode.Force.</para>
</returns>
</member>
<member name="M:UnityEngine.ArticulationBody.GetClosestPoint(UnityEngine.Vector3)">
<summary>
<para>Return the point on the articulation body that is closest to a given one.</para>
</summary>
<param name="point">The point of interest.</param>
<returns>
<para>The point on the surfaces of all Colliders attached to this articulation body that is closest to the given one.</para>
</returns>
</member>
<member name="M:UnityEngine.ArticulationBody.GetDenseJacobian(UnityEngine.ArticulationJacobian&amp;)">
<summary>
<para>Calculates and writes dense Jacobian matrix of the articulation body hierarchy to the supplied struct.</para>
</summary>
<param name="jacobian">Supplied struct to read back and store Jacobian matrix values. </param>
<returns>
<para>Number of elements in Jacobian matrix.</para>
</returns>
</member>
<member name="M:UnityEngine.ArticulationBody.GetDofStartIndices(System.Collections.Generic.List`1&lt;System.Int32&gt;)">
<summary>
<para>Calculates and reads back reduced coordinate data start indexes in reduced coordinate data buffer for every articulation body in the hierarchy.</para>
</summary>
<param name="dofStartIndices">Supplied list of integers to read back and store the data. </param>
<returns>
<para>Total degrees of freedom for the entire hierarchy of articulation bodies.</para>
</returns>
</member>
<member name="M:UnityEngine.ArticulationBody.GetDriveForces(System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Reads the entire hierarchy of Articulation Bodies and fills the supplied list of floats with Articulation Drive forces.</para>
</summary>
<param name="forces">Supplied list of floats to store the drive force data.</param>
<returns>
<para>Total degrees of freedom (DOF) for the entire hierarchy of Articulation Bodies.</para>
</returns>
</member>
<member name="M:UnityEngine.ArticulationBody.GetDriveTargets(System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Reads back articulation body joint drive targets of the entire hierarchy to the supplied list of floats.</para>
</summary>
<param name="targets">Supplied list of floats to read back and store the joint drive targets data. </param>
<returns>
<para>Total degrees of freedom for the entire hierarchy of articulation bodies.</para>
</returns>
</member>
<member name="M:UnityEngine.ArticulationBody.GetDriveTargetVelocities(System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Reads back articulation body joint drive target velocities of the entire hierarchy to the supplied list of floats .</para>
</summary>
<param name="targetVelocities">Supplied list of floats to read back and store the joint drive target velocities data. </param>
<returns>
<para>Total degrees of freedom for the entire hierarchy of articulation bodies.</para>
</returns>
</member>
<member name="M:UnityEngine.ArticulationBody.GetJointAccelerations(System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Reads back articulation body joint accelerations of the entire hierarchy to the supplied list of floats .</para>
</summary>
<param name="accelerations">Supplied list of floats to read back and store the joint accelerations data. </param>
<returns>
<para>Total degrees of freedom for the entire hierarchy of articulation bodies.</para>
</returns>
</member>
<member name="M:UnityEngine.ArticulationBody.GetJointCoriolisCentrifugalForces(System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Fills the supplied list of floats with the forces required to counteract the Coriolis and centrifugal forces for each Articulation Body in the articulation.</para>
</summary>
<param name="forces">Supplied list of floats to store the counteracting Coriolis/centrifugal force data.</param>
<returns>
<para>Total degrees of freedom (DoF) for the entire hierarchy of articulation bodies.</para>
</returns>
</member>
<member name="M:UnityEngine.ArticulationBody.GetJointExternalForces(System.Collections.Generic.List`1&lt;System.Single&gt;,System.Single)">
<summary>
<para>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.</para>
</summary>
<param name="forces">Supplied list of floats to store the counteracting external force data.</param>
<param name="step">The timestep of the next physics simulation.</param>
<returns>
<para>Total degrees of freedom (DOF) for the entire hierarchy of articulation bodies.</para>
</returns>
</member>
<member name="M:UnityEngine.ArticulationBody.GetJointForces(System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Reads back articulation body joint forces of the entire hierarchy to the supplied list of floats .</para>
</summary>
<param name="forces">Supplied list of floats to read back and store the joint forces data. </param>
<returns>
<para>Total degrees of freedom for the entire hierarchy of articulation bodies.</para>
</returns>
</member>
<member name="M:UnityEngine.ArticulationBody.GetJointForcesForAcceleration(UnityEngine.ArticulationReducedSpace)">
<summary>
<para>Returns the forces required for the body to reach the provided acceleration in reduced space.</para>
</summary>
<param name="acceleration">The desired acceleration in reduced space.</param>
<returns>
<para>The forces needed for the body to reach the desired acceleration in reduced space.</para>
</returns>
</member>
<member name="M:UnityEngine.ArticulationBody.GetJointGravityForces(System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Fills the supplied list of floats with forces required to counteract gravity for each Articulation Body in the articulation.</para>
</summary>
<param name="forces">Supplied list of floats to store the counteracting gravity force data.</param>
<returns>
<para>Total degrees of freedom (DOF) for the entire hierarchy of articulation bodies.</para>
</returns>
</member>
<member name="M:UnityEngine.ArticulationBody.GetJointPositions(System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Reads back articulation body joint positions of the entire hierarchy to the supplied list of floats .</para>
</summary>
<param name="positions">Supplied list of floats to read back and store the joint positions data. </param>
<returns>
<para>Total degrees of freedom for the entire hierarchy of articulation bodies.</para>
</returns>
</member>
<member name="M:UnityEngine.ArticulationBody.GetJointVelocities(System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Reads back articulation body joint velocities of the entire hierarchy to the supplied list of floats .</para>
</summary>
<param name="velocities">Supplied list of floats to read back and store the joint velocities data. </param>
<returns>
<para>Total degrees of freedom for the entire hierarchy of articulation bodies.</para>
</returns>
</member>
<member name="M:UnityEngine.ArticulationBody.GetPointVelocity(UnityEngine.Vector3)">
<summary>
<para>Gets the velocity of the articulation body at the specified worldPoint in global space.</para>
</summary>
<param name="worldPoint"></param>
</member>
<member name="M:UnityEngine.ArticulationBody.GetRelativePointVelocity(UnityEngine.Vector3)">
<summary>
<para>The velocity relative to the articulation body at the point relativePoint.</para>
</summary>
<param name="relativePoint"></param>
</member>
<member name="M:UnityEngine.ArticulationBody.IsSleeping">
<summary>
<para>Indicates whether the articulation body is sleeping.</para>
</summary>
</member>
<member name="M:UnityEngine.ArticulationBody.PublishTransform">
<summary>
<para>Reads the position and rotation of the Articulation Body from the physics system and applies it to the corresponding Transform component.</para>
</summary>
</member>
<member name="M:UnityEngine.ArticulationBody.ResetCenterOfMass">
<summary>
<para>Resets the center of mass of the articulation body.</para>
</summary>
</member>
<member name="M:UnityEngine.ArticulationBody.ResetInertiaTensor">
<summary>
<para>Resets the inertia tensor value and rotation.</para>
</summary>
</member>
<member name="M:UnityEngine.ArticulationBody.SetDriveDamping(UnityEngine.ArticulationDriveAxis,System.Single)">
<summary>
<para>Sets the damping value of the specified drive.</para>
</summary>
<param name="axis">The drive axis.</param>
<param name="value">The value to set the damping to.</param>
</member>
<member name="M:UnityEngine.ArticulationBody.SetDriveForceLimit(UnityEngine.ArticulationDriveAxis,System.Single)">
<summary>
<para>Sets the force limit of the specified drive.</para>
</summary>
<param name="axis">The drive axis.</param>
<param name="value">The value to set the force limit to.</param>
</member>
<member name="M:UnityEngine.ArticulationBody.SetDriveLimits(UnityEngine.ArticulationDriveAxis,System.Single,System.Single)">
<summary>
<para>Sets the lower and upper limits of the drive.</para>
</summary>
<param name="axis">The drive axis.</param>
<param name="lower">The lower limit of the drive.</param>
<param name="upper">The upper limit of the drive.</param>
</member>
<member name="M:UnityEngine.ArticulationBody.SetDriveStiffness(UnityEngine.ArticulationDriveAxis,System.Single)">
<summary>
<para>Sets the stiffness value of the specified drive.</para>
</summary>
<param name="axis">The drive axis.</param>
<param name="value">The value to set the stiffness to.</param>
</member>
<member name="M:UnityEngine.ArticulationBody.SetDriveTarget(UnityEngine.ArticulationDriveAxis,System.Single)">
<summary>
<para>Sets the target value of the specified drive.</para>
</summary>
<param name="axis">The drive axis.</param>
<param name="value">The value to set the target to.</param>
</member>
<member name="M:UnityEngine.ArticulationBody.SetDriveTargets(System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Assigns articulation body joint drive targets for the entire hierarchy of bodies.</para>
</summary>
<param name="targets">Supplied list of floats used to set the joint drive targets. </param>
</member>
<member name="M:UnityEngine.ArticulationBody.SetDriveTargetVelocities(System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Assigns articulation body joint drive target velocities for the entire hierarchy of bodies.</para>
</summary>
<param name="targetVelocities">Supplied list of floats used to set the joint drive target velocities. </param>
</member>
<member name="M:UnityEngine.ArticulationBody.SetDriveTargetVelocity(UnityEngine.ArticulationDriveAxis,System.Single)">
<summary>
<para>Sets the target velocity value of the specified drive.</para>
</summary>
<param name="axis">The drive axis.</param>
<param name="value">The value to set the target velocity to.</param>
</member>
<member name="M:UnityEngine.ArticulationBody.SetJointAccelerations(System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Assigns articulation body joint accelerations for the entire hierarchy of bodies.</para>
</summary>
<param name="accelerations">Supplied list of floats used to set the joint accelerations. </param>
</member>
<member name="M:UnityEngine.ArticulationBody.SetJointForces(System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Assigns articulation body joint forces for the entire hierarchy of bodies.</para>
</summary>
<param name="forces">Supplied list of floats used to set the joint forces. </param>
</member>
<member name="M:UnityEngine.ArticulationBody.SetJointPositions(System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Assigns articulation body joint positions for the entire hierarchy of bodies.</para>
</summary>
<param name="positions">Supplied list of floats used to set the joint positions. </param>
</member>
<member name="M:UnityEngine.ArticulationBody.SetJointVelocities(System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Assigns articulation body joint velocities for the entire hierarchy of bodies.</para>
</summary>
<param name="velocities">Supplied list of floats used to set the joint velocities. </param>
</member>
<member name="M:UnityEngine.ArticulationBody.Sleep">
<summary>
<para>Forces an articulation body to sleep.</para>
</summary>
</member>
<member name="M:UnityEngine.ArticulationBody.SnapAnchorToClosestContact">
<summary>
<para>Snap the anchor to the closest contact between the connected bodies.</para>
</summary>
</member>
<member name="M:UnityEngine.ArticulationBody.TeleportRoot(UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
<para>Teleport the root body of the articulation to a new pose.</para>
</summary>
<param name="position">The new position of the root articulation body.</param>
<param name="rotation">The new orientation of the root articulation body.</param>
</member>
<member name="M:UnityEngine.ArticulationBody.WakeUp">
<summary>
<para>Forces an articulation body to wake up.</para>
</summary>
</member>
<member name="T:UnityEngine.ArticulationDofLock">
<summary>
<para>The lock type applied to a particular degree of freedom of an articulation body.</para>
</summary>
</member>
<member name="F:UnityEngine.ArticulationDofLock.FreeMotion">
<summary>
<para>The relative motion of the two connected articulation bodies is unconstrained.</para>
</summary>
</member>
<member name="F:UnityEngine.ArticulationDofLock.LimitedMotion">
<summary>
<para>The relative motion of the two connected articulation bodies is limited to a certain range.</para>
</summary>
</member>
<member name="F:UnityEngine.ArticulationDofLock.LockedMotion">
<summary>
<para>The relative motion of the two connected articulation bodies is not allowed.</para>
</summary>
</member>
<member name="T:UnityEngine.ArticulationDrive">
<summary>
<para>Drive applies forces and torques to the connected bodies.</para>
</summary>
</member>
<member name="F:UnityEngine.ArticulationDrive.damping">
<summary>
<para>The damping of the spring attached to this drive.</para>
</summary>
</member>
<member name="F:UnityEngine.ArticulationDrive.driveType">
<summary>
<para>Specifies which drive type to use for this drive.</para>
</summary>
</member>
<member name="F:UnityEngine.ArticulationDrive.forceLimit">
<summary>
<para>The maximum force this drive can apply to a body.</para>
</summary>
</member>
<member name="F:UnityEngine.ArticulationDrive.lowerLimit">
<summary>
<para>The lower limit of motion for a particular degree of freedom.</para>
</summary>
</member>
<member name="F:UnityEngine.ArticulationDrive.stiffness">
<summary>
<para>The stiffness of the spring connected to this drive.</para>
</summary>
</member>
<member name="F:UnityEngine.ArticulationDrive.target">
<summary>
<para>The target value the drive will try to reach.</para>
</summary>
</member>
<member name="F:UnityEngine.ArticulationDrive.targetVelocity">
<summary>
<para>The velocity of the body this drive will try to reach.</para>
</summary>
</member>
<member name="F:UnityEngine.ArticulationDrive.upperLimit">
<summary>
<para>The upper limit of motion for a particular degree of freedom.</para>
</summary>
</member>
<member name="T:UnityEngine.ArticulationDriveAxis">
<summary>
<para>An axis of a drive of an ArticulationBody.</para>
</summary>
</member>
<member name="F:UnityEngine.ArticulationDriveAxis.X">
<summary>
<para>The ArticulationBody drive that acts about the X axis.</para>
</summary>
</member>
<member name="F:UnityEngine.ArticulationDriveAxis.Y">
<summary>
<para>The ArticulationBody drive that acts about the Y axis.</para>
</summary>
</member>
<member name="F:UnityEngine.ArticulationDriveAxis.Z">
<summary>
<para>The ArticulationBody drive that acts about the Z axis.</para>
</summary>
</member>
<member name="T:UnityEngine.ArticulationDriveType">
<summary>
<para>The drive type applied to a particular drive of an ArticulationBody.</para>
</summary>
</member>
<member name="F:UnityEngine.ArticulationDriveType.Acceleration">
<summary>
<para>Drives in this mode output accelerations instead of forces or torques.</para>
</summary>
</member>
<member name="F:UnityEngine.ArticulationDriveType.Force">
<summary>
<para>Drives in this mode output forces and torques.</para>
</summary>
</member>
<member name="F:UnityEngine.ArticulationDriveType.Target">
<summary>
<para>Drives in this mode have a very high stiffness and track the ArticulationDrive.target almost kinematically.</para>
</summary>
</member>
<member name="F:UnityEngine.ArticulationDriveType.Velocity">
<summary>
<para>Drives in this mode have a very high damping and track the ArticulationDrive.targetVelocity almost kinematically.</para>
</summary>
</member>
<member name="T:UnityEngine.ArticulationJacobian">
<summary>
<para>The floating point dense Jacobian matrix of the articulation body hierarchy.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationJacobian.columns">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationJacobian.elements">
<summary>
<para>List of floats representing Jacobian matrix.</para>
</summary>
</member>
<member name="P:UnityEngine.ArticulationJacobian.rows">
<summary>
<para>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.</para>
</summary>
</member>
<member name="M:UnityEngine.ArticulationJacobian.#ctor">
<summary>
<para>Initializes nRows X nCols Jacobian matrix to zeroes.</para>
</summary>
<param name="rows">Number of matrix rows.</param>
<param name="cols">Number of matrix columns.</param>
</member>
<member name="P:UnityEngine.ArticulationJacobian.this">
<summary>
<para>Gets the [row, col] element of the matrix.</para>
</summary>
<param name="row">The matrix row.</param>
<param name="col">The matrix column.</param>
</member>
<member name="T:UnityEngine.ArticulationJointType">
<summary>
<para>The type of the joint that restricts movement of the two connected articulation bodies.</para>
</summary>
</member>
<member name="F:UnityEngine.ArticulationJointType.FixedJoint">
<summary>
<para>Fixed joint doesn't allow any relative movement of the connected bodies.</para>
</summary>
</member>
<member name="F:UnityEngine.ArticulationJointType.PrismaticJoint">
<summary>
<para>Prismatic joint only allows relative translation of the connection bodies along one specified axis.</para>
</summary>
</member>
<member name="F:UnityEngine.ArticulationJointType.RevoluteJoint">
<summary>
<para>Revolute joint allows rotational movement around the X axis of the parent's anchor.</para>
</summary>
</member>
<member name="F:UnityEngine.ArticulationJointType.SphericalJoint">
<summary>
<para>Spherical joint only allows relative rotations of the two connected bodies.</para>
</summary>
</member>
<member name="T:UnityEngine.ArticulationReducedSpace">
<summary>
<para>Coordinates in reduced space.</para>
</summary>
</member>
<member name="F:UnityEngine.ArticulationReducedSpace.dofCount">
<summary>
<para>The number of degrees of freedom of a body.</para>
</summary>
</member>
<member name="M:UnityEngine.ArticulationReducedSpace.#ctor(System.Single)">
<summary>
<para>Stores coordinates in reduced space.</para>
</summary>
<param name="a">Coordinate of the first degree of freedom.</param>
<param name="b">Coordinate of the second degree of freedom.</param>
<param name="c">Coordinate of the third degree of freedom.</param>
</member>
<member name="M:UnityEngine.ArticulationReducedSpace.#ctor(System.Single,System.Single)">
<summary>
<para>Stores coordinates in reduced space.</para>
</summary>
<param name="a">Coordinate of the first degree of freedom.</param>
<param name="b">Coordinate of the second degree of freedom.</param>
<param name="c">Coordinate of the third degree of freedom.</param>
</member>
<member name="M:UnityEngine.ArticulationReducedSpace.#ctor(System.Single,System.Single,System.Single)">
<summary>
<para>Stores coordinates in reduced space.</para>
</summary>
<param name="a">Coordinate of the first degree of freedom.</param>
<param name="b">Coordinate of the second degree of freedom.</param>
<param name="c">Coordinate of the third degree of freedom.</param>
</member>
<member name="P:UnityEngine.ArticulationReducedSpace.this">
<summary>
<para>Gets the coordinate along or about a specific degree of freedom.</para>
</summary>
</member>
<member name="T:UnityEngine.BoxcastCommand">
<summary>
<para>Use this struct to set up a box cast command to be performed asynchronously during a job.</para>
</summary>
</member>
<member name="P:UnityEngine.BoxcastCommand.center">
<summary>
<para>The center of the box.</para>
</summary>
</member>
<member name="P:UnityEngine.BoxcastCommand.direction">
<summary>
<para>The direction in which to sweep the box.</para>
</summary>
</member>
<member name="P:UnityEngine.BoxcastCommand.distance">
<summary>
<para>The maximum distance of the sweep.</para>
</summary>
</member>
<member name="P:UnityEngine.BoxcastCommand.halfExtents">
<summary>
<para>The half size of the box in each dimension.</para>
</summary>
</member>
<member name="P:UnityEngine.BoxcastCommand.layerMask">
<summary>
<para>A LayerMask that is used to selectively ignore Colliders when casting a box.</para>
</summary>
</member>
<member name="P:UnityEngine.BoxcastCommand.orientation">
<summary>
<para>The rotation of the box.</para>
</summary>
</member>
<member name="P:UnityEngine.BoxcastCommand.physicsScene">
<summary>
<para>The physics scene this command is run in.</para>
</summary>
</member>
<member name="F:UnityEngine.BoxcastCommand.queryParameters">
<summary>
<para>Structure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces.</para>
</summary>
</member>
<member name="M:UnityEngine.BoxcastCommand.#ctor(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3,UnityEngine.QueryParameters,System.Single)">
<summary>
<para>Creates a BoxcastCommand.</para>
</summary>
<param name="center">The center of the box.</param>
<param name="halfExtents">The half size of the box in each dimension.</param>
<param name="orientation">The rotation of the box.</param>
<param name="direction">The direction in which to sweep the box.</param>
<param name="distance">The maximum length of the cast.</param>
<param name="queryParameters">Structure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces.</param>
</member>
<member name="M:UnityEngine.BoxcastCommand.#ctor(UnityEngine.PhysicsScene,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3,UnityEngine.QueryParameters,System.Single)">
<summary>
<para>Creates a BoxcastCommand.</para>
</summary>
<param name="physicsScene">The physics scene to run the command in.</param>
<param name="center">The center of the box.</param>
<param name="halfExtents">The half size of the box in each dimension.</param>
<param name="orientation">The rotation of the box.</param>
<param name="direction">The direction in which to sweep the box.</param>
<param name="distance">The maximum length of the cast.</param>
<param name="queryParameters">Structure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces.</param>
</member>
<member name="M:UnityEngine.BoxcastCommand.#ctor(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3,System.Single,System.Int32)">
<summary>
<para>Creates a BoxcastCommand.</para>
</summary>
<param name="center">The center of the box.</param>
<param name="halfExtents">The half size of the box in each dimension.</param>
<param name="orientation">The rotation of the box.</param>
<param name="direction">The direction in which to sweep the box.</param>
<param name="distance">The maximum length of the cast.</param>
<param name="layerMask">A LayerMask that is used to selectively ignore Colliders when casting a box.</param>
</member>
<member name="M:UnityEngine.BoxcastCommand.#ctor(UnityEngine.PhysicsScene,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3,System.Single,System.Int32)">
<summary>
<para>Creates a BoxcastCommand.</para>
</summary>
<param name="physicsScene">The physics scene to run the command in.</param>
<param name="center">The center of the box.</param>
<param name="halfExtents">The half size of the box in each dimension.</param>
<param name="orientation">The rotation of the box.</param>
<param name="direction">The direction in which to sweep the box.</param>
<param name="distance">The maximum length of the cast.</param>
<param name="layerMask">A LayerMask that is used to selectively ignore Colliders when casting a box.</param>
</member>
<member name="M:UnityEngine.BoxcastCommand.ScheduleBatch(Unity.Collections.NativeArray`1&lt;UnityEngine.BoxcastCommand&gt;,Unity.Collections.NativeArray`1&lt;UnityEngine.RaycastHit&gt;,System.Int32,System.Int32,Unity.Jobs.JobHandle)">
<summary>
<para>Schedules a batch of boxcasts to be performed in a job.</para>
</summary>
<param name="commands">A NativeArray of the BoxcastCommand to perform.</param>
<param name="results">A NativeArray of RaycastHit where the result of commands are stored.</param>
<param name="minCommandsPerJob">The minimum number of commands to perform in a single job.</param>
<param name="maxHits">The maximum number of Colliders the BoxCast can hit.</param>
<param name="dependsOn">A JobHandle of a job that must be completed before performing the box casts.</param>
<returns>
<para>Returns a JobHandle of the job that will perform the box casts.</para>
</returns>
</member>
<member name="M:UnityEngine.BoxcastCommand.ScheduleBatch(Unity.Collections.NativeArray`1&lt;UnityEngine.BoxcastCommand&gt;,Unity.Collections.NativeArray`1&lt;UnityEngine.RaycastHit&gt;,System.Int32,Unity.Jobs.JobHandle)">
<summary>
<para>Schedules a batch of boxcasts to be performed in a job.</para>
</summary>
<param name="commands">A NativeArray of the BoxcastCommand to perform.</param>
<param name="results">A NativeArray of RaycastHit where the result of commands are stored.</param>
<param name="minCommandsPerJob">The minimum number of commands to perform in a single job.</param>
<param name="dependsOn">A JobHandle of a job that must be completed before performing the box casts.</param>
<returns>
<para>Returns a JobHandle of the job that will perform the box casts.</para>
</returns>
</member>
<member name="T:UnityEngine.BoxCollider">
<summary>
<para>A box-shaped primitive collider.</para>
</summary>
</member>
<member name="P:UnityEngine.BoxCollider.center">
<summary>
<para>The center of the box, measured in the object's local space.</para>
</summary>
</member>
<member name="P:UnityEngine.BoxCollider.size">
<summary>
<para>The size of the box, measured in the object's local space.</para>
</summary>
</member>
<member name="T:UnityEngine.CapsulecastCommand">
<summary>
<para>Use this struct to set up a capsule cast command that is performed asynchronously during a job.</para>
</summary>
</member>
<member name="P:UnityEngine.CapsulecastCommand.direction">
<summary>
<para>The direction of the capsule cast.</para>
</summary>
</member>
<member name="P:UnityEngine.CapsulecastCommand.distance">
<summary>
<para>The maximum distance the capsule cast checks for collision.</para>
</summary>
</member>
<member name="P:UnityEngine.CapsulecastCommand.layerMask">
<summary>
<para>A LayerMask that selectively ignores Colliders when casting a capsule.</para>
</summary>
</member>
<member name="P:UnityEngine.CapsulecastCommand.physicsScene">
<summary>
<para>The physics scene this command is run in.</para>
</summary>
</member>
<member name="P:UnityEngine.CapsulecastCommand.point1">
<summary>
<para>The center of the sphere at the start of the capsule.</para>
</summary>
</member>
<member name="P:UnityEngine.CapsulecastCommand.point2">
<summary>
<para>The center of the sphere at the end of the capsule.</para>
</summary>
</member>
<member name="F:UnityEngine.CapsulecastCommand.queryParameters">
<summary>
<para>Structure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces.</para>
</summary>
</member>
<member name="P:UnityEngine.CapsulecastCommand.radius">
<summary>
<para>The radius of the capsule.</para>
</summary>
</member>
<member name="M:UnityEngine.CapsulecastCommand.#ctor(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.QueryParameters,System.Single)">
<summary>
<para>Creates a CapsulecastCommand.</para>
</summary>
<param name="p1">The center of the sphere at the start of the capsule.</param>
<param name="p2">The center of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="direction">The direction of the capsule cast.</param>
<param name="queryParameters">Structure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces.</param>
<param name="distance">The maximum length of the sweep.</param>
</member>
<member name="M:UnityEngine.CapsulecastCommand.#ctor(UnityEngine.PhysicsScene,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.QueryParameters,System.Single)">
<summary>
<para>Creates a CapsulecastCommand.</para>
</summary>
<param name="physicsScene">The physics scene to run the command in.</param>
<param name="p1">The center of the sphere at the start of the capsule.</param>
<param name="p2">The center of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="direction">The direction of the capsule cast.</param>
<param name="queryParameters">Structure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces.</param>
<param name="distance">The maximum length of the sweep.</param>
</member>
<member name="M:UnityEngine.CapsulecastCommand.#ctor(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single,System.Int32)">
<summary>
<para>Creates a CapsulecastCommand.</para>
</summary>
<param name="p1">The center of the sphere at the start of the capsule.</param>
<param name="p2">The center of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="direction">The direction of the capsule cast.</param>
<param name="distance">The maximum length of the sweep.</param>
<param name="layerMask">The LayerMask that selectively ignores Colliders when casting a capsule.</param>
</member>
<member name="M:UnityEngine.CapsulecastCommand.#ctor(UnityEngine.PhysicsScene,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single,System.Int32)">
<summary>
<para>Creates a CapsulecastCommand.</para>
</summary>
<param name="physicsScene">The physics scene to run the command in.</param>
<param name="p1">The center of the sphere at the start of the capsule.</param>
<param name="p2">The center of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="direction">The direction of the capsule cast.</param>
<param name="distance">The maximum length of the sweep.</param>
<param name="layerMask">The LayerMask that selectively ignores Colliders when casting a capsule.</param>
</member>
<member name="M:UnityEngine.CapsulecastCommand.ScheduleBatch(Unity.Collections.NativeArray`1&lt;UnityEngine.CapsulecastCommand&gt;,Unity.Collections.NativeArray`1&lt;UnityEngine.RaycastHit&gt;,System.Int32,System.Int32,Unity.Jobs.JobHandle)">
<summary>
<para>Schedules a batch of capsule casts to perform in a job.</para>
</summary>
<param name="commands">A NaviveArray of CapsulecastCommands to perform.</param>
<param name="results">A NavtiveArray of RaycastHit where the result of commands are stored.</param>
<param name="minCommandsPerJob">The minimum number of commands to perform in a single job.</param>
<param name="dependsOn">A jobHandle of a job that must be completed before performing capsule casts.</param>
<param name="maxHits">The maximum number of Colliders the CapsuleCast can hit.</param>
<returns>
<para>Returns a JobHandle of the job that will performs the capsule casts.</para>
</returns>
</member>
<member name="M:UnityEngine.CapsulecastCommand.ScheduleBatch(Unity.Collections.NativeArray`1&lt;UnityEngine.CapsulecastCommand&gt;,Unity.Collections.NativeArray`1&lt;UnityEngine.RaycastHit&gt;,System.Int32,Unity.Jobs.JobHandle)">
<summary>
<para>Schedules a batch of capsule casts to perform in a job.</para>
</summary>
<param name="commands">A NaviveArray of CapsulecastCommands to perform.</param>
<param name="results">A NavtiveArray of RaycastHit where the result of commands are stored.</param>
<param name="minCommandsPerJob">The minimum number of commands to perform in a single job.</param>
<param name="dependsOn">A jobHandle of a job that must be completed before performing capsule casts.</param>
<returns>
<para>Returns a JobHandle of the job that will performs the capsule casts.</para>
</returns>
</member>
<member name="T:UnityEngine.CapsuleCollider">
<summary>
<para>A capsule-shaped primitive collider.</para>
</summary>
</member>
<member name="P:UnityEngine.CapsuleCollider.center">
<summary>
<para>The center of the capsule, measured in the object's local space.</para>
</summary>
</member>
<member name="P:UnityEngine.CapsuleCollider.direction">
<summary>
<para>The direction of the capsule.</para>
</summary>
</member>
<member name="P:UnityEngine.CapsuleCollider.height">
<summary>
<para>The height of the capsule measured in the object's local space.</para>
</summary>
</member>
<member name="P:UnityEngine.CapsuleCollider.radius">
<summary>
<para>The radius of the sphere, measured in the object's local space.</para>
</summary>
</member>
<member name="T:UnityEngine.CharacterController">
<summary>
<para>A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterController.center">
<summary>
<para>The center of the character's capsule relative to the transform's position.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterController.collisionFlags">
<summary>
<para>What part of the capsule collided with the environment during the last CharacterController.Move call.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterController.detectCollisions">
<summary>
<para>Determines whether other rigidbodies or character controllers collide with this character controller (by default this is always enabled).</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterController.enableOverlapRecovery">
<summary>
<para>Enables or disables overlap recovery.
Enables or disables overlap recovery. Used to depenetrate character controllers from static objects when an overlap is detected.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterController.height">
<summary>
<para>The height of the character's capsule.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterController.isGrounded">
<summary>
<para>Was the CharacterController touching the ground during the last move?</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterController.minMoveDistance">
<summary>
<para>Gets or sets the minimum move distance of the character controller.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterController.radius">
<summary>
<para>The radius of the character's capsule.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterController.skinWidth">
<summary>
<para>The character's collision skin width.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterController.slopeLimit">
<summary>
<para>The character controllers slope limit in degrees.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterController.stepOffset">
<summary>
<para>The character controllers step offset in meters.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterController.velocity">
<summary>
<para>The current relative velocity of the Character (see notes).</para>
</summary>
</member>
<member name="M:UnityEngine.CharacterController.Move(UnityEngine.Vector3)">
<summary>
<para>Supplies the movement of a GameObject with an attached CharacterController component.</para>
</summary>
<param name="motion"></param>
</member>
<member name="M:UnityEngine.CharacterController.SimpleMove(UnityEngine.Vector3)">
<summary>
<para>Moves the character with speed.</para>
</summary>
<param name="speed"></param>
</member>
<member name="T:UnityEngine.CharacterJoint">
<summary>
<para>Character Joints are mainly used for Ragdoll effects.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterJoint.enableProjection">
<summary>
<para>Brings violated constraints back into alignment even when the solver fails.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterJoint.highTwistLimit">
<summary>
<para>The upper limit around the primary axis of the character joint.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterJoint.lowTwistLimit">
<summary>
<para>The lower limit around the primary axis of the character joint.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterJoint.projectionAngle">
<summary>
<para>Set the angular tolerance threshold (in degrees) for projection.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterJoint.projectionDistance">
<summary>
<para>Set the linear tolerance threshold for projection.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterJoint.swing1Limit">
<summary>
<para>The angular limit of rotation (in degrees) around the primary axis of the character joint.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterJoint.swing2Limit">
<summary>
<para>The angular limit of rotation (in degrees) around the primary axis of the character joint.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterJoint.swingAxis">
<summary>
<para>The secondary axis around which the joint can rotate.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterJoint.swingLimitSpring">
<summary>
<para>The configuration of the spring attached to the swing limits of the joint.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterJoint.twistLimitSpring">
<summary>
<para>The configuration of the spring attached to the twist limits of the joint.</para>
</summary>
</member>
<member name="T:UnityEngine.ClosestPointCommand">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.ClosestPointCommand.colliderInstanceID">
<summary>
<para>The ID of the Collider that you find the closest point on.</para>
</summary>
</member>
<member name="P:UnityEngine.ClosestPointCommand.point">
<summary>
<para>Location you want to find the closest point to.</para>
</summary>
</member>
<member name="P:UnityEngine.ClosestPointCommand.position">
<summary>
<para>The position of the Collider.</para>
</summary>
</member>
<member name="P:UnityEngine.ClosestPointCommand.rotation">
<summary>
<para>The rotation of the Collider.</para>
</summary>
</member>
<member name="P:UnityEngine.ClosestPointCommand.scale">
<summary>
<para>The global scale of the Collider.</para>
</summary>
</member>
<member name="M:UnityEngine.ClosestPointCommand.#ctor(UnityEngine.Vector3,System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
<summary>
<para>Create a ClosestPointCommand using Instance ID of the Collider.</para>
</summary>
<param name="point">Location you want to find the closest point to.</param>
<param name="colliderInstanceID">The ID of the Collider that you find the closest point on.</param>
<param name="position">The position of the Collider.</param>
<param name="rotation">The rotation of the Collider.</param>
<param name="scale">The global scale of the Collider.</param>
</member>
<member name="M:UnityEngine.ClosestPointCommand.#ctor(UnityEngine.Vector3,UnityEngine.Collider,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
<summary>
<para>Schedule a batch of closest points which are performed in a job.</para>
</summary>
<param name="point">Location you want to find the closest point to.</param>
<param name="collider">The Collider that you find the closest point on.</param>
<param name="position">The position of the Collider.</param>
<param name="rotation">The rotation of the Collider.</param>
<param name="scale">The global scale of the Collider.</param>
</member>
<member name="M:UnityEngine.ClosestPointCommand.ScheduleBatch(Unity.Collections.NativeArray`1&lt;UnityEngine.ClosestPointCommand&gt;,Unity.Collections.NativeArray`1&lt;UnityEngine.Vector3&gt;,System.Int32,Unity.Jobs.JobHandle)">
<summary>
<para>Schedule a batch of closest points which are performed in a job.</para>
</summary>
<param name="commands">A NativeArray of the ClosestPointCommands to perform.</param>
<param name="results">A NativeArray of the Vector3 where the results of the commands are stored.</param>
<param name="minCommandsPerJob">The minimum number of jobs which should be performed in a single job.</param>
<param name="dependsOn">A JobHandle of a job which must be completed before the closest point starts.</param>
<returns>
<para>The JobHandle of the job that performs the closest point commands.</para>
</returns>
</member>
<member name="T:UnityEngine.Collider">
<summary>
<para>A base class of all colliders.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider.attachedArticulationBody">
<summary>
<para>The articulation body the collider is attached to.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider.attachedRigidbody">
<summary>
<para>The rigidbody the collider is attached to.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider.bounds">
<summary>
<para>The world space bounding volume of the collider (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Collider.contactOffset">
<summary>
<para>Contact offset value of this collider.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider.enabled">
<summary>
<para>Enabled Colliders will collide with other Colliders, disabled Colliders won't.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider.excludeLayers">
<summary>
<para>The additional layers that this Collider should exclude when deciding if the Collider can contact another Collider.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider.hasModifiableContacts">
<summary>
<para>Specify whether this Collider's contacts are modifiable or not.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider.includeLayers">
<summary>
<para>The additional layers that this Collider should include when deciding if the Collider can contact another Collider.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider.isTrigger">
<summary>
<para>Specify if this collider is configured as a trigger.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider.layerOverridePriority">
<summary>
<para>A decision priority assigned to this Collider used when there is a conflicting decision on whether a Collider can contact another Collider.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider.material">
<summary>
<para>The material used by the collider.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider.providesContacts">
<summary>
<para>Whether or not this Collider generates contacts for Physics.ContactEvent.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider.sharedMaterial">
<summary>
<para>The shared physics material of this collider.</para>
</summary>
</member>
<member name="M:UnityEngine.Collider.ClosestPoint(UnityEngine.Vector3)">
<summary>
<para>The closest point on the collider given a specified location.</para>
</summary>
<param name="position">Location you want to find the closest point to.</param>
<returns>
<para>The closest point on the collider, returned in world space coordinates.</para>
</returns>
</member>
<member name="M:UnityEngine.Collider.ClosestPointOnBounds(UnityEngine.Vector3)">
<summary>
<para>The closest point to the bounding box of the attached collider.</para>
</summary>
<param name="position"></param>
</member>
<member name="P:UnityEngine.Collider.GeometryHolder">
<summary>
<para>The structure holding the geometric shape of the collider and its type. (Read Only)</para>
</summary>
</member>
<member name="M:UnityEngine.Collider.GetGeometry">
<summary>
<para>Returns the geometric shape of the collider of the requested type.</para>
</summary>
<returns>
<para>Type of geometrical shape.</para>
</returns>
</member>
<member name="M:UnityEngine.Collider.Raycast(UnityEngine.Ray,UnityEngine.RaycastHit&amp;,System.Single)">
<summary>
<para>Casts a Ray that ignores all Colliders except this one.</para>
</summary>
<param name="ray">The starting point and direction of the ray.</param>
<param name="hitInfo">If true is returned, hitInfo will contain more information about where the collider was hit.</param>
<param name="maxDistance">The max length of the ray.</param>
<returns>
<para>True when the ray intersects the collider, otherwise false.</para>
</returns>
</member>
<member name="T:UnityEngine.ColliderHit">
<summary>
<para>Struct used to retrieve information from an Overlap batch query.</para>
</summary>
</member>
<member name="P:UnityEngine.ColliderHit.collider">
<summary>
<para>The Collider that was hit.</para>
</summary>
</member>
<member name="P:UnityEngine.ColliderHit.instanceID">
<summary>
<para>The instance ID of the Collider that was hit.</para>
</summary>
</member>
<member name="T:UnityEngine.Collision">
<summary>
<para>Describes a collision.</para>
</summary>
</member>
<member name="P:UnityEngine.Collision.articulationBody">
<summary>
<para>The ArticulationBody of the collider that your GameObject collides with (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Collision.body">
<summary>
<para>The Rigidbody or ArticulationBody of the collider that your Component collides with (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Collision.collider">
<summary>
<para>The Collider we hit (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Collision.contactCount">
<summary>
<para>Gets the number of contacts for this collision.</para>
</summary>
</member>
<member name="P:UnityEngine.Collision.contacts">
<summary>
<para>The contact points generated by the physics engine. You should avoid using this as it produces memory garbage. Use GetContact or GetContacts instead.</para>
</summary>
</member>
<member name="P:UnityEngine.Collision.gameObject">
<summary>
<para>The GameObject whose collider you are colliding with. (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Collision.impulse">
<summary>
<para>The total impulse applied to this contact pair to resolve the collision.</para>
</summary>
</member>
<member name="P:UnityEngine.Collision.relativeVelocity">
<summary>
<para>The relative linear velocity of the two colliding objects (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Collision.rigidbody">
<summary>
<para>The Rigidbody we hit (Read Only). This is null if the object we hit is a collider with no rigidbody attached.</para>
</summary>
</member>
<member name="P:UnityEngine.Collision.transform">
<summary>
<para>The Transform of the object we hit (Read Only).</para>
</summary>
</member>
<member name="M:UnityEngine.Collision.GetContact(System.Int32)">
<summary>
<para>Gets the contact point at the specified index.</para>
</summary>
<param name="index">The index of the contact to retrieve.</param>
<returns>
<para>The contact at the specified index.</para>
</returns>
</member>
<member name="M:UnityEngine.Collision.GetContacts(UnityEngine.ContactPoint[])">
<summary>
<para>Retrieves all contact points for this collision.</para>
</summary>
<param name="contacts">An array of ContactPoint used to receive the results.</param>
<returns>
<para>Returns the number of contacts placed in the contacts array.</para>
</returns>
</member>
<member name="M:UnityEngine.Collision.GetContacts(System.Collections.Generic.List`1&lt;UnityEngine.ContactPoint&gt;)">
<summary>
<para>Retrieves all contact points for this collision.</para>
</summary>
<param name="contacts">A list of ContactPoint used to receive the results.</param>
<returns>
<para>Returns the number of contacts placed in the contacts list.</para>
</returns>
</member>
<member name="T:UnityEngine.CollisionDetectionMode">
<summary>
<para>The collision detection mode constants used for Rigidbody.collisionDetectionMode.</para>
</summary>
</member>
<member name="F:UnityEngine.CollisionDetectionMode.Continuous">
<summary>
<para>Continuous collision detection is on for colliding with static mesh geometry.</para>
</summary>
</member>
<member name="F:UnityEngine.CollisionDetectionMode.ContinuousDynamic">
<summary>
<para>Continuous collision detection is on for colliding with static and dynamic geometry.</para>
</summary>
</member>
<member name="F:UnityEngine.CollisionDetectionMode.ContinuousSpeculative">
<summary>
<para>Speculative continuous collision detection is on for static and dynamic geometries</para>
</summary>
</member>
<member name="F:UnityEngine.CollisionDetectionMode.Discrete">
<summary>
<para>Continuous collision detection is off for this Rigidbody.</para>
</summary>
</member>
<member name="T:UnityEngine.CollisionFlags">
<summary>
<para>CollisionFlags is a bitmask returned by CharacterController.Move.</para>
</summary>
</member>
<member name="F:UnityEngine.CollisionFlags.Above">
<summary>
<para>CollisionFlags is a bitmask returned by CharacterController.Move.</para>
</summary>
</member>
<member name="F:UnityEngine.CollisionFlags.Below">
<summary>
<para>CollisionFlags is a bitmask returned by CharacterController.Move.</para>
</summary>
</member>
<member name="F:UnityEngine.CollisionFlags.None">
<summary>
<para>CollisionFlags is a bitmask returned by CharacterController.Move.</para>
</summary>
</member>
<member name="F:UnityEngine.CollisionFlags.Sides">
<summary>
<para>CollisionFlags is a bitmask returned by CharacterController.Move.</para>
</summary>
</member>
<member name="T:UnityEngine.ConfigurableJoint">
<summary>
<para>The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.angularXDrive">
<summary>
<para>Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing &amp; Twist.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.angularXLimitSpring">
<summary>
<para>The configuration of the spring attached to the angular X limit of the joint.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.angularXMotion">
<summary>
<para>Allow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.angularYLimit">
<summary>
<para>Boundary defining rotation restriction, based on delta from original rotation.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.angularYMotion">
<summary>
<para>Allow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.angularYZDrive">
<summary>
<para>Definition of how the joint's rotation will behave around its local Y and Z axes. Only used if Rotation Drive Mode is Swing &amp; Twist.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.angularYZLimitSpring">
<summary>
<para>The configuration of the spring attached to the angular Y and angular Z limits of the joint.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.angularZLimit">
<summary>
<para>Boundary defining rotation restriction, based on delta from original rotation.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.angularZMotion">
<summary>
<para>Allow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.configuredInWorldSpace">
<summary>
<para>If enabled, all Target values will be calculated in world space instead of the object's local space.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.highAngularXLimit">
<summary>
<para>Boundary defining upper rotation restriction, based on delta from original rotation.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.linearLimit">
<summary>
<para>Boundary defining movement restriction, based on distance from the joint's origin.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.linearLimitSpring">
<summary>
<para>The configuration of the spring attached to the linear limit of the joint.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.lowAngularXLimit">
<summary>
<para>Boundary defining lower rotation restriction, based on delta from original rotation.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.projectionAngle">
<summary>
<para>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).</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.projectionDistance">
<summary>
<para>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).</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.projectionMode">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.rotationDriveMode">
<summary>
<para>Control the object's rotation with either X &amp; YZ or Slerp Drive by itself.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.secondaryAxis">
<summary>
<para>The joint's secondary axis.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.slerpDrive">
<summary>
<para>Definition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.swapBodies">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.targetAngularVelocity">
<summary>
<para>This is a Vector3. It defines the desired angular velocity that the joint should rotate into.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.targetPosition">
<summary>
<para>The desired position that the joint should move into.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.targetRotation">
<summary>
<para>This is a Quaternion. It defines the desired rotation that the joint should rotate into.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.targetVelocity">
<summary>
<para>The desired velocity that the joint should move along.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.xDrive">
<summary>
<para>Definition of how the joint's movement will behave along its local X axis.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.xMotion">
<summary>
<para>Allow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.yDrive">
<summary>
<para>Definition of how the joint's movement will behave along its local Y axis.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.yMotion">
<summary>
<para>Allow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.zDrive">
<summary>
<para>Definition of how the joint's movement will behave along its local Z axis.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.zMotion">
<summary>
<para>Allow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit.</para>
</summary>
</member>
<member name="T:UnityEngine.ConfigurableJointMotion">
<summary>
<para>Constrains movement for a ConfigurableJoint along the 6 axes.</para>
</summary>
</member>
<member name="F:UnityEngine.ConfigurableJointMotion.Free">
<summary>
<para>Motion along the axis will be completely free and completely unconstrained.</para>
</summary>
</member>
<member name="F:UnityEngine.ConfigurableJointMotion.Limited">
<summary>
<para>Motion along the axis will be limited by the respective limit.</para>
</summary>
</member>
<member name="F:UnityEngine.ConfigurableJointMotion.Locked">
<summary>
<para>Motion along the axis will be locked.</para>
</summary>
</member>
<member name="T:UnityEngine.ConstantForce">
<summary>
<para>A force applied constantly.</para>
</summary>
</member>
<member name="P:UnityEngine.ConstantForce.force">
<summary>
<para>The force applied to the rigidbody every frame.</para>
</summary>
</member>
<member name="P:UnityEngine.ConstantForce.relativeForce">
<summary>
<para>The force - relative to the rigid bodies coordinate system - applied every frame.</para>
</summary>
</member>
<member name="P:UnityEngine.ConstantForce.relativeTorque">
<summary>
<para>The torque - relative to the rigid bodies coordinate system - applied every frame.</para>
</summary>
</member>
<member name="P:UnityEngine.ConstantForce.torque">
<summary>
<para>The torque applied to the rigidbody every frame.</para>
</summary>
</member>
<member name="T:UnityEngine.ContactPair">
<summary>
<para>A pair of Colliders that belong to the bodies in the parent ContactPairHeader struct.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPair.collider">
<summary>
<para>The first Collider component of the ContactPair.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPair.colliderInstanceID">
<summary>
<para>Instance ID of the first Collider in the ContactPair.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPair.contactCount">
<summary>
<para>The number of ContactPairPoints that this pair contains.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPair.impulseSum">
<summary>
<para>Total impulse sum of the pair.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPair.isCollisionEnter">
<summary>
<para>Whether or not this pair is equivalent to a pair reported in MonoBehaviour.OnCollisionEnter events.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPair.isCollisionExit">
<summary>
<para>Whether or not this pair is equivalent to a pair reported in MonoBehaviour.OnCollisionExit events.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPair.isCollisionStay">
<summary>
<para>Whether or not this pair is equivalent to a pair reported in MonoBehaviour.OnCollisionStay events.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPair.otherCollider">
<summary>
<para>The second Collider component of the ContactPair.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPair.otherColliderInstanceID">
<summary>
<para>Instance ID of the second Collider in the ContactPair.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPair.Collider">
<summary>
<para>The first Collider component of the ContactPair.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPair.ColliderInstanceID">
<summary>
<para>Instance ID of the first Collider in the ContactPair.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPair.ContactCount">
<summary>
<para>The number of ContactPairPoints that this pair contains.</para>
</summary>
</member>
<member name="M:UnityEngine.ContactPair.CopyToNativeArray(Unity.Collections.NativeArray`1&lt;UnityEngine.ContactPairPoint&gt;)">
<summary>
<para>Copies the internal ContactPairPoint buffer to the provided buffer.</para>
</summary>
<param name="buffer">A native buffer that will be filled with ContactPairPoint data.</param>
</member>
<member name="M:UnityEngine.ContactPair.GetContactPoint(System.Int32)">
<summary>
<para>Gets the ContactPairPoint at the provided index of this pair.</para>
</summary>
<param name="index">The ContactPairPoint index.</param>
<returns>
<para>A reference or a copy of the ContactPairPoint struct at index.</para>
</returns>
</member>
<member name="M:UnityEngine.ContactPair.GetContactPointFaceIndex(System.Int32)">
<summary>
<para>Get the index of a face that a particular contact point belongs to in this ContactPairPoint.</para>
</summary>
<param name="contactIndex">The ContactPairPoint index.</param>
<returns>
<para>Index of a face this contact point belongs to.</para>
</returns>
</member>
<member name="P:UnityEngine.ContactPair.ImpulseSum">
<summary>
<para>Total impulse sum of the pair.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPair.IsCollisionEnter">
<summary>
<para>Whether or not this pair is equivalent to a pair reported in MonoBehaviour.OnCollisionEnter events.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPair.IsCollisionExit">
<summary>
<para>Whether or not this pair is equivalent to a pair reported in MonoBehaviour.OnCollisionExit events.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPair.IsCollisionStay">
<summary>
<para>Whether or not this pair is equivalent to a pair reported in MonoBehaviour.OnCollisionStay events.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPair.OtherCollider">
<summary>
<para>The second Collider component of the ContactPair.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPair.OtherColliderInstanceID">
<summary>
<para>Instance ID of the second Collider in the ContactPair.</para>
</summary>
</member>
<member name="T:UnityEngine.ContactPairHeader">
<summary>
<para>A header struct which contains colliding bodies.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPairHeader.body">
<summary>
<para>The first Rigidbody or ArticulationBody in the pair.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPairHeader.bodyInstanceID">
<summary>
<para>Instance ID of the first Rigidbody or the ArticualtionBody in the pair.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPairHeader.otherBody">
<summary>
<para>The second Rigidbody or ArticulationBody in the pair.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPairHeader.otherBodyInstanceID">
<summary>
<para>Instance ID of the second Rigidbody or the ArticualtionBody in the pair.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPairHeader.pairCount">
<summary>
<para>Number of ContactPairs that this header contains.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPairHeader.Body">
<summary>
<para>The first Rigidbody or ArticulationBody in the pair.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPairHeader.BodyInstanceID">
<summary>
<para>Instance ID of the first Rigidbody or the ArticualtionBody in the pair.</para>
</summary>
</member>
<member name="M:UnityEngine.ContactPairHeader.GetContactPair(System.Int32)">
<summary>
<para>Gets the ContactPair at index of this pair header.</para>
</summary>
<param name="index">The ContactPair index.</param>
<returns>
<para>A reference or a copy of the ContactPair struct at index.</para>
</returns>
</member>
<member name="P:UnityEngine.ContactPairHeader.OtherBody">
<summary>
<para>The second Rigidbody or ArticulationBody in the pair.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPairHeader.OtherBodyInstanceID">
<summary>
<para>Instance ID of the second Rigidbody or the ArticualtionBody in the pair.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPairHeader.PairCount">
<summary>
<para>Number of ContactPairs that this header contains.</para>
</summary>
</member>
<member name="T:UnityEngine.ContactPairPoint">
<summary>
<para>A readonly struct describing a contact point between two Colliders.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPairPoint.impulse">
<summary>
<para>The impulse applied to this contact pair to resolve the collision.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPairPoint.normal">
<summary>
<para>Normal of the contact point.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPairPoint.position">
<summary>
<para>The position of the contact point between the Colliders, in world space.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPairPoint.separation">
<summary>
<para>The distance between the edges of Colliders at the contact point.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPairPoint.Impulse">
<summary>
<para>The impulse applied to this contact pair to resolve the collision.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPairPoint.Normal">
<summary>
<para>Normal of the contact point.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPairPoint.Position">
<summary>
<para>The position of the contact point between the Colliders, in world space.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPairPoint.Separation">
<summary>
<para>The distance between the edges of Colliders at the contact point.</para>
</summary>
</member>
<member name="T:UnityEngine.ContactPoint">
<summary>
<para>Describes a contact point where the collision occurs.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPoint.impulse">
<summary>
<para>The impulse applied to this contact pair to resolve the collision.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPoint.normal">
<summary>
<para>Normal of the contact point.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPoint.otherCollider">
<summary>
<para>The other collider in contact at the point.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPoint.point">
<summary>
<para>The point of contact.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPoint.separation">
<summary>
<para>The distance between the colliders at the contact point.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPoint.thisCollider">
<summary>
<para>The first collider in contact at the point.</para>
</summary>
</member>
<member name="T:UnityEngine.ControllerColliderHit">
<summary>
<para>ControllerColliderHit is used by CharacterController.OnControllerColliderHit to give detailed information about the collision and how to deal with it.</para>
</summary>
</member>
<member name="P:UnityEngine.ControllerColliderHit.collider">
<summary>
<para>The collider that was hit by the controller.</para>
</summary>
</member>
<member name="P:UnityEngine.ControllerColliderHit.controller">
<summary>
<para>The controller that hit the collider.</para>
</summary>
</member>
<member name="P:UnityEngine.ControllerColliderHit.gameObject">
<summary>
<para>The game object that was hit by the controller.</para>
</summary>
</member>
<member name="P:UnityEngine.ControllerColliderHit.moveDirection">
<summary>
<para>The direction the CharacterController was moving in when the collision occured.</para>
</summary>
</member>
<member name="P:UnityEngine.ControllerColliderHit.moveLength">
<summary>
<para>How far the character has travelled until it hit the collider.</para>
</summary>
</member>
<member name="P:UnityEngine.ControllerColliderHit.normal">
<summary>
<para>The normal of the surface we collided with in world space.</para>
</summary>
</member>
<member name="P:UnityEngine.ControllerColliderHit.point">
<summary>
<para>The impact point in world space.</para>
</summary>
</member>
<member name="P:UnityEngine.ControllerColliderHit.rigidbody">
<summary>
<para>The rigidbody that was hit by the controller.</para>
</summary>
</member>
<member name="P:UnityEngine.ControllerColliderHit.transform">
<summary>
<para>The transform that was hit by the controller.</para>
</summary>
</member>
<member name="T:UnityEngine.FixedJoint">
<summary>
<para>The Fixed joint groups together 2 rigidbodies, making them stick together in their bound position.</para>
</summary>
</member>
<member name="T:UnityEngine.ForceMode">
<summary>
<para>Use ForceMode to specify how to apply a force using Rigidbody.AddForce or ArticulationBody.AddForce.</para>
</summary>
</member>
<member name="F:UnityEngine.ForceMode.Acceleration">
<summary>
<para>Add a continuous acceleration to the rigidbody, ignoring its mass.</para>
</summary>
</member>
<member name="F:UnityEngine.ForceMode.Force">
<summary>
<para>Add a continuous force to the rigidbody, using its mass.</para>
</summary>
</member>
<member name="F:UnityEngine.ForceMode.Impulse">
<summary>
<para>Add an instant force impulse to the rigidbody, using its mass.</para>
</summary>
</member>
<member name="F:UnityEngine.ForceMode.VelocityChange">
<summary>
<para>Add an instant velocity change to the rigidbody, ignoring its mass.</para>
</summary>
</member>
<member name="T:UnityEngine.HingeJoint">
<summary>
<para>The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge.</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint.angle">
<summary>
<para>The current angle in degrees of the joint relative to its rest position. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint.extendedLimits">
<summary>
<para>If enabled, the angle of the hinge is extended to [-360, 360] degrees.</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint.limits">
<summary>
<para>Limit of angular rotation (in degrees) on the hinge joint.</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint.motor">
<summary>
<para>The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second.</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint.spring">
<summary>
<para>The spring attempts to reach a target angle by adding spring and damping forces.</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint.useAcceleration">
<summary>
<para>Defines whether the HingeJoint.spring outputs accelerations instead of forces.</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint.useLimits">
<summary>
<para>Enables the joint's limits. Disabled by default.</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint.useMotor">
<summary>
<para>Enables the joint's motor. Disabled by default.</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint.useSpring">
<summary>
<para>Enables the joint's spring. Disabled by default.</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint.velocity">
<summary>
<para>The angular velocity of the joint in degrees per second. (Read Only)</para>
</summary>
</member>
<member name="T:UnityEngine.Joint">
<summary>
<para>Joint is the base class for all joints.</para>
</summary>
</member>
<member name="P:UnityEngine.Joint.anchor">
<summary>
<para>The Position of the anchor around which the joints motion is constrained.</para>
</summary>
</member>
<member name="P:UnityEngine.Joint.autoConfigureConnectedAnchor">
<summary>
<para>Should the connectedAnchor be calculated automatically?</para>
</summary>
</member>
<member name="P:UnityEngine.Joint.axis">
<summary>
<para>The Direction of the axis around which the body is constrained.</para>
</summary>
</member>
<member name="P:UnityEngine.Joint.breakForce">
<summary>
<para>The force that needs to be applied for this joint to break.</para>
</summary>
</member>
<member name="P:UnityEngine.Joint.breakTorque">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Joint.connectedAnchor">
<summary>
<para>Position of the anchor relative to the connected Rigidbody.</para>
</summary>
</member>
<member name="P:UnityEngine.Joint.connectedArticulationBody">
<summary>
<para>A reference to an articulation body this joint connects to.</para>
</summary>
</member>
<member name="P:UnityEngine.Joint.connectedBody">
<summary>
<para>A reference to another rigidbody this joint connects to.</para>
</summary>
</member>
<member name="P:UnityEngine.Joint.connectedMassScale">
<summary>
<para>The scale to apply to the inverse mass and inertia tensor of the connected body prior to solving the constraints.</para>
</summary>
</member>
<member name="P:UnityEngine.Joint.currentForce">
<summary>
<para>The force applied by the solver to satisfy all constraints.</para>
</summary>
</member>
<member name="P:UnityEngine.Joint.currentTorque">
<summary>
<para>The torque applied by the solver to satisfy all constraints.</para>
</summary>
</member>
<member name="P:UnityEngine.Joint.enableCollision">
<summary>
<para>Enable collision between bodies connected with the joint.</para>
</summary>
</member>
<member name="P:UnityEngine.Joint.enablePreprocessing">
<summary>
<para>Toggle preprocessing for this joint.</para>
</summary>
</member>
<member name="P:UnityEngine.Joint.massScale">
<summary>
<para>The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints.</para>
</summary>
</member>
<member name="T:UnityEngine.JointDrive">
<summary>
<para>How the joint's movement will behave along its local X axis.</para>
</summary>
</member>
<member name="P:UnityEngine.JointDrive.maximumForce">
<summary>
<para>Amount of force applied to push the object toward the defined direction.</para>
</summary>
</member>
<member name="P:UnityEngine.JointDrive.mode">
<summary>
<para>Whether the drive should attempt to reach position, velocity, both or nothing.</para>
</summary>
</member>
<member name="P:UnityEngine.JointDrive.positionDamper">
<summary>
<para>Resistance strength against the Position Spring. Only used if mode includes Position.</para>
</summary>
</member>
<member name="P:UnityEngine.JointDrive.positionSpring">
<summary>
<para>Strength of a rubber-band pull toward the defined direction. Only used if mode includes Position.</para>
</summary>
</member>
<member name="P:UnityEngine.JointDrive.useAcceleration">
<summary>
<para>Defines whether the drive is an acceleration drive or a force drive.</para>
</summary>
</member>
<member name="T:UnityEngine.JointDriveMode">
<summary>
<para>The ConfigurableJoint attempts to attain position / velocity targets based on this flag.</para>
</summary>
</member>
<member name="F:UnityEngine.JointDriveMode.None">
<summary>
<para>Don't apply any forces to reach the target.</para>
</summary>
</member>
<member name="F:UnityEngine.JointDriveMode.Position">
<summary>
<para>Try to reach the specified target position.</para>
</summary>
</member>
<member name="F:UnityEngine.JointDriveMode.PositionAndVelocity">
<summary>
<para>Try to reach the specified target position and velocity.</para>
</summary>
</member>
<member name="F:UnityEngine.JointDriveMode.Velocity">
<summary>
<para>Try to reach the specified target velocity.</para>
</summary>
</member>
<member name="T:UnityEngine.JointLimits">
<summary>
<para>JointLimits is used by the HingeJoint to limit the joints angle.</para>
</summary>
</member>
<member name="P:UnityEngine.JointLimits.bounceMinVelocity">
<summary>
<para>The minimum impact velocity which will cause the joint to bounce.</para>
</summary>
</member>
<member name="P:UnityEngine.JointLimits.bounciness">
<summary>
<para>Determines the size of the bounce when the joint hits it's limit. Also known as restitution.</para>
</summary>
</member>
<member name="P:UnityEngine.JointLimits.contactDistance">
<summary>
<para>Distance inside the limit value at which the limit will be considered to be active by the solver.</para>
</summary>
</member>
<member name="P:UnityEngine.JointLimits.max">
<summary>
<para>The upper angular limit (in degrees) of the joint.</para>
</summary>
</member>
<member name="P:UnityEngine.JointLimits.min">
<summary>
<para>The lower angular limit (in degrees) of the joint.</para>
</summary>
</member>
<member name="T:UnityEngine.JointMotor">
<summary>
<para>The JointMotor is used to motorize a joint.</para>
</summary>
</member>
<member name="P:UnityEngine.JointMotor.force">
<summary>
<para>The motor will apply a force.</para>
</summary>
</member>
<member name="P:UnityEngine.JointMotor.freeSpin">
<summary>
<para>If freeSpin is enabled the motor will only accelerate but never slow down.</para>
</summary>
</member>
<member name="P:UnityEngine.JointMotor.targetVelocity">
<summary>
<para>The motor will apply a force up to force to achieve targetVelocity.</para>
</summary>
</member>
<member name="T:UnityEngine.JointProjectionMode">
<summary>
<para>Determines how to snap physics joints back to its constrained position when it drifts off too much.</para>
</summary>
</member>
<member name="F:UnityEngine.JointProjectionMode.None">
<summary>
<para>Don't snap at all.</para>
</summary>
</member>
<member name="F:UnityEngine.JointProjectionMode.PositionAndRotation">
<summary>
<para>Snap both position and rotation.</para>
</summary>
</member>
<member name="F:UnityEngine.JointProjectionMode.PositionOnly">
<summary>
<para>Snap Position only.</para>
</summary>
</member>
<member name="T:UnityEngine.JointSpring">
<summary>
<para>JointSpring is used add a spring force to HingeJoint and PhysicsMaterial.</para>
</summary>
</member>
<member name="F:UnityEngine.JointSpring.damper">
<summary>
<para>The damper force uses to dampen the spring.</para>
</summary>
</member>
<member name="F:UnityEngine.JointSpring.spring">
<summary>
<para>The spring forces used to reach the target position.</para>
</summary>
</member>
<member name="F:UnityEngine.JointSpring.targetPosition">
<summary>
<para>The target position the joint attempts to reach.</para>
</summary>
</member>
<member name="T:UnityEngine.LowLevelPhysics.BoxGeometry">
<summary>
<para>Contains the basic geometric shape of a box.</para>
</summary>
</member>
<member name="M:UnityEngine.LowLevelPhysics.BoxGeometry.#ctor(UnityEngine.Vector3)">
<summary>
<para>Create a box shape with the provided parameters.</para>
</summary>
<param name="halfExtents">The distance from the center of the box to the edge on each axis.</param>
</member>
<member name="P:UnityEngine.LowLevelPhysics.BoxGeometry.GeometryType">
<summary>
<para>Returns the geometry type of this shape, which is BoxGeometry.</para>
</summary>
</member>
<member name="P:UnityEngine.LowLevelPhysics.BoxGeometry.HalfExtents">
<summary>
<para>The half extents of the box shape.</para>
</summary>
</member>
<member name="T:UnityEngine.LowLevelPhysics.CapsuleGeometry">
<summary>
<para>Contains the basic geometric shape of a capsule.</para>
</summary>
</member>
<member name="M:UnityEngine.LowLevelPhysics.CapsuleGeometry.#ctor(System.Single,System.Single)">
<summary>
<para>Create a capsule shape with the provided parameters.</para>
</summary>
<param name="radius">The radius of the capsule's end caps.</param>
<param name="halfLength">The distance from the center of the capsule to the center of the end point sphere.</param>
</member>
<member name="P:UnityEngine.LowLevelPhysics.CapsuleGeometry.GeometryType">
<summary>
<para>Returns the geometry type of this shape, which is CapsuleGeometry.</para>
</summary>
</member>
<member name="P:UnityEngine.LowLevelPhysics.CapsuleGeometry.HalfLength">
<summary>
<para>The distance from the center of the shape to the center of either half-sphere at the caps.</para>
</summary>
</member>
<member name="P:UnityEngine.LowLevelPhysics.CapsuleGeometry.Radius">
<summary>
<para>The radius of the half-sphere at either cap of the capsule.</para>
</summary>
</member>
<member name="T:UnityEngine.LowLevelPhysics.ConvexMeshGeometry">
<summary>
<para>Contains the basic geometric shape of a convex mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.LowLevelPhysics.ConvexMeshGeometry.GeometryType">
<summary>
<para>Returns the geometry type of this shape, which is ConvexMeshGeometry.</para>
</summary>
</member>
<member name="P:UnityEngine.LowLevelPhysics.ConvexMeshGeometry.Scale">
<summary>
<para>The scale of this geometry.</para>
</summary>
</member>
<member name="P:UnityEngine.LowLevelPhysics.ConvexMeshGeometry.ScaleAxisRotation">
<summary>
<para>The rotation of the scale axis of this geometry.</para>
</summary>
</member>
<member name="T:UnityEngine.LowLevelPhysics.GeometryHolder">
<summary>
<para>Holds the basic information of a geometric shape and its type.</para>
</summary>
</member>
<member name="M:UnityEngine.LowLevelPhysics.GeometryHolder.As">
<summary>
<para>Return the specified geometric shape stored inside this Geometry Holder object.</para>
</summary>
<returns>
<para>Returns the basic geometric shape which is stored in the GeometryHolder.</para>
</returns>
</member>
<member name="M:UnityEngine.LowLevelPhysics.GeometryHolder.Create(T)">
<summary>
<para>Create a GeometryHolder object with a specified geometric shape.</para>
</summary>
<param name="geometry">The geometry to store in this GeometryHolder.</param>
<returns>
<para>Returns the GeometryHolder object with the geometric shape stored inside.</para>
</returns>
</member>
<member name="P:UnityEngine.LowLevelPhysics.GeometryHolder.Type">
<summary>
<para>Returns the type of the geometry shape that was saved previously.</para>
</summary>
</member>
<member name="T:UnityEngine.LowLevelPhysics.GeometryType">
<summary>
<para>The set of basic geometry shape types that can exist.</para>
</summary>
</member>
<member name="F:UnityEngine.LowLevelPhysics.GeometryType.Box">
<summary>
<para>A cube shape.</para>
</summary>
</member>
<member name="F:UnityEngine.LowLevelPhysics.GeometryType.Capsule">
<summary>
<para>A capsule shape.</para>
</summary>
</member>
<member name="F:UnityEngine.LowLevelPhysics.GeometryType.ConvexMesh">
<summary>
<para>A convex mesh shape.</para>
</summary>
</member>
<member name="F:UnityEngine.LowLevelPhysics.GeometryType.Invalid">
<summary>
<para>An invalid shape type.</para>
</summary>
</member>
<member name="F:UnityEngine.LowLevelPhysics.GeometryType.Sphere">
<summary>
<para>A sphere shape.</para>
</summary>
</member>
<member name="F:UnityEngine.LowLevelPhysics.GeometryType.Terrain">
<summary>
<para>The geometric shape of a Terrain collider.</para>
</summary>
</member>
<member name="F:UnityEngine.LowLevelPhysics.GeometryType.TriangleMesh">
<summary>
<para>A triangle or non-convex mesh shape.</para>
</summary>
</member>
<member name="?:UnityEngine.LowLevelPhysics.IGeometry">
<summary>
<para>All basic geometric shapes implement this interface.</para>
</summary>
</member>
<member name="P:UnityEngine.LowLevelPhysics.IGeometry.GeometryType">
<summary>
<para>Return the geometry type of the shape that implemented this interface.</para>
</summary>
</member>
<member name="T:UnityEngine.LowLevelPhysics.ImmediateContact">
<summary>
<para>Describes a contact where two shapes collide.</para>
</summary>
</member>
<member name="P:UnityEngine.LowLevelPhysics.ImmediateContact.Normal">
<summary>
<para>The normal of the contact point.</para>
</summary>
</member>
<member name="P:UnityEngine.LowLevelPhysics.ImmediateContact.Point">
<summary>
<para>The position of the contact point in world space.</para>
</summary>
</member>
<member name="P:UnityEngine.LowLevelPhysics.ImmediateContact.Separation">
<summary>
<para>The distance between the shapes at the contact point.</para>
</summary>
</member>
<member name="T:UnityEngine.LowLevelPhysics.ImmediatePhysics">
<summary>
<para>This class contains methods to run the immediate simulation steps.</para>
</summary>
</member>
<member name="M:UnityEngine.LowLevelPhysics.ImmediatePhysics.GenerateContacts(Unity.Collections.NativeArray`1/ReadOnly&lt;UnityEngine.LowLevelPhysics.GeometryHolder&gt;,Unity.Collections.NativeArray`1/ReadOnly&lt;UnityEngine.LowLevelPhysics.GeometryHolder&gt;,Unity.Collections.NativeArray`1/ReadOnly&lt;UnityEngine.LowLevelPhysics.ImmediateTransform&gt;,Unity.Collections.NativeArray`1/ReadOnly&lt;UnityEngine.LowLevelPhysics.ImmediateTransform&gt;,System.Int32,Unity.Collections.NativeArray`1&lt;UnityEngine.LowLevelPhysics.ImmediateContact&gt;,Unity.Collections.NativeArray`1&lt;System.Int32&gt;,System.Single)">
<summary>
<para>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.</para>
</summary>
<param name="geom1">The array that holds the first member of each pair of GeometryHolder objects with shapes assigned.</param>
<param name="geom2">The array that holds the second member of each pair of GeometryHolder objects with shapes assigned.</param>
<param name="xform1">The array that holds the first member of each pair of ImmediateTransforms.</param>
<param name="xform2">The array that holds the second member of each pair of ImmediateTransforms.</param>
<param name="pairCount">The number of pairs provided in the GeometryHolder and ImmediateTransform arrays.</param>
<param name="outContacts">The output array of contacts that were generated.</param>
<param name="outContactCounts">The output array of how many contacts were generated for each pair.</param>
<param name="contactDistance">The distance at which contacts begin to be generated between the pairs.</param>
<returns>
<para>Returns the total number of contact points that were generated.</para>
</returns>
</member>
<member name="T:UnityEngine.LowLevelPhysics.ImmediateTransform">
<summary>
<para>A transform, containing a position and rotation.</para>
</summary>
</member>
<member name="P:UnityEngine.LowLevelPhysics.ImmediateTransform.Position">
<summary>
<para>The world space position of the object.</para>
</summary>
</member>
<member name="P:UnityEngine.LowLevelPhysics.ImmediateTransform.Rotation">
<summary>
<para>The world space rotation of the object.</para>
</summary>
</member>
<member name="T:UnityEngine.LowLevelPhysics.SphereGeometry">
<summary>
<para>Contains the basic geometric shape of a sphere.</para>
</summary>
</member>
<member name="M:UnityEngine.LowLevelPhysics.SphereGeometry.#ctor(System.Single)">
<summary>
<para>Create a sphere shape with the provided parameter.</para>
</summary>
<param name="radius">The radius of the sphere.</param>
</member>
<member name="P:UnityEngine.LowLevelPhysics.SphereGeometry.GeometryType">
<summary>
<para>Returns the geometry type of this shape, which is SphereGeometry.</para>
</summary>
</member>
<member name="P:UnityEngine.LowLevelPhysics.SphereGeometry.Radius">
<summary>
<para>The radius of the sphere shape.</para>
</summary>
</member>
<member name="T:UnityEngine.LowLevelPhysics.TerrainGeometry">
<summary>
<para>Contains the geometric shape of a Terrain collider.</para>
</summary>
</member>
<member name="P:UnityEngine.LowLevelPhysics.TerrainGeometry.GeometryType">
<summary>
<para>Returns the geometry type of this shape, which is TerrainGeometry.</para>
</summary>
</member>
<member name="T:UnityEngine.LowLevelPhysics.TriangleMeshGeometry">
<summary>
<para>Contains the basic geometric shape of a non-convex mesh (sometimes known as a triangle mesh).</para>
</summary>
</member>
<member name="P:UnityEngine.LowLevelPhysics.TriangleMeshGeometry.GeometryType">
<summary>
<para>Returns the geometry type of this shape, which is TriangleMeshGeometry.</para>
</summary>
</member>
<member name="P:UnityEngine.LowLevelPhysics.TriangleMeshGeometry.Scale">
<summary>
<para>The scale of this geometry.</para>
</summary>
</member>
<member name="P:UnityEngine.LowLevelPhysics.TriangleMeshGeometry.ScaleAxisRotation">
<summary>
<para>The rotation of the scale axis of this geometry.</para>
</summary>
</member>
<member name="T:UnityEngine.MeshCollider">
<summary>
<para>A mesh collider allows you to do between meshes and primitives.</para>
</summary>
</member>
<member name="P:UnityEngine.MeshCollider.convex">
<summary>
<para>Use a convex collider from the mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.MeshCollider.cookingOptions">
<summary>
<para>Options used to enable or disable certain features in mesh cooking.</para>
</summary>
</member>
<member name="P:UnityEngine.MeshCollider.inflateMesh">
<summary>
<para>Allow the physics engine to increase the volume of the input mesh in attempt to generate a valid convex mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.MeshCollider.sharedMesh">
<summary>
<para>The mesh object used for collision detection.</para>
</summary>
</member>
<member name="P:UnityEngine.MeshCollider.skinWidth">
<summary>
<para>Used when set to inflateMesh to determine how much inflation is acceptable.</para>
</summary>
</member>
<member name="P:UnityEngine.MeshCollider.smoothSphereCollisions">
<summary>
<para>Uses interpolated normals for sphere collisions instead of flat polygonal normals.</para>
</summary>
</member>
<member name="T:UnityEngine.MeshColliderCookingOptions">
<summary>
<para>Cooking options that are available with MeshCollider.</para>
</summary>
</member>
<member name="F:UnityEngine.MeshColliderCookingOptions.CookForFasterSimulation">
<summary>
<para>Toggle between cooking for faster simulation or faster cooking time.</para>
</summary>
</member>
<member name="F:UnityEngine.MeshColliderCookingOptions.EnableMeshCleaning">
<summary>
<para>Toggle cleaning of the mesh.</para>
</summary>
</member>
<member name="F:UnityEngine.MeshColliderCookingOptions.InflateConvexMesh">
<summary>
<para>Allow the physics engine to increase the volume of the input mesh in attempt to generate a valid convex mesh.</para>
</summary>
</member>
<member name="F:UnityEngine.MeshColliderCookingOptions.None">
<summary>
<para>No optional cooking steps will be run.</para>
</summary>
</member>
<member name="F:UnityEngine.MeshColliderCookingOptions.UseFastMidphase">
<summary>
<para>Determines whether to use the fast midphase structure that doesn't require R-trees.</para>
</summary>
</member>
<member name="F:UnityEngine.MeshColliderCookingOptions.WeldColocatedVertices">
<summary>
<para>Toggle the removal of equal vertices.</para>
</summary>
</member>
<member name="T:UnityEngine.ModifiableContactPair">
<summary>
<para>A light-weight proxy that allows to access the contact buffers directly.</para>
</summary>
</member>
<member name="P:UnityEngine.ModifiableContactPair.bodyAngularVelocity">
<summary>
<para>Angular velocity of the first body in the contact pair.</para>
</summary>
</member>
<member name="P:UnityEngine.ModifiableContactPair.bodyInstanceID">
<summary>
<para>Instance ID of the first body in this contact pair.</para>
</summary>
</member>
<member name="P:UnityEngine.ModifiableContactPair.bodyVelocity">
<summary>
<para>Linear velocity of the first body in the contact pair.</para>
</summary>
</member>
<member name="P:UnityEngine.ModifiableContactPair.colliderInstanceID">
<summary>
<para>Instance ID of the first Collider in this contact pair.</para>
</summary>
</member>
<member name="P:UnityEngine.ModifiableContactPair.contactCount">
<summary>
<para>The amount of the contact points generated for this contact pair.</para>
</summary>
</member>
<member name="P:UnityEngine.ModifiableContactPair.massProperties">
<summary>
<para>Mass-related properties of this contact pair, such as the mass ratio.</para>
</summary>
</member>
<member name="P:UnityEngine.ModifiableContactPair.otherBodyAngularVelocity">
<summary>
<para>Angular velocity of the second body in the contact pair.</para>
</summary>
</member>
<member name="P:UnityEngine.ModifiableContactPair.otherBodyInstanceID">
<summary>
<para>Instance ID of the second body in this contact pair.</para>
</summary>
</member>
<member name="P:UnityEngine.ModifiableContactPair.otherBodyVelocity">
<summary>
<para>Linear velocity of the second body in the contact pair.</para>
</summary>
</member>
<member name="P:UnityEngine.ModifiableContactPair.otherColliderInstanceID">
<summary>
<para>Instance ID of the second collider in this contact pair.</para>
</summary>
</member>
<member name="F:UnityEngine.ModifiableContactPair.otherPosition">
<summary>
<para>World-space position of the second collider in this contact pair as seen by the solver.</para>
</summary>
</member>
<member name="F:UnityEngine.ModifiableContactPair.otherRotation">
<summary>
<para>World-space rotation of the second collider in this contact pair as seen by the solver.</para>
</summary>
</member>
<member name="F:UnityEngine.ModifiableContactPair.position">
<summary>
<para>World-space position of the first collider in this contact pair as seen by the solver.</para>
</summary>
</member>
<member name="F:UnityEngine.ModifiableContactPair.rotation">
<summary>
<para>World-space rotation of the first collider in this contact pair as seen by the solver.</para>
</summary>
</member>
<member name="M:UnityEngine.ModifiableContactPair.GetBounciness(System.Int32)">
<summary>
<para>Get the restitution value for the specified contact point in this contact pair.</para>
</summary>
<param name="i">Index of the contact point.</param>
<returns>
<para>Bounciness value for the specified contact point.</para>
</returns>
</member>
<member name="M:UnityEngine.ModifiableContactPair.GetDynamicFriction(System.Int32)">
<summary>
<para>Get the value of the dynamic friction for a specified contact point in this contact pair.</para>
</summary>
<param name="i">Index of the contact point.</param>
<returns>
<para>Dynamic friction coefficient.</para>
</returns>
</member>
<member name="M:UnityEngine.ModifiableContactPair.GetFaceIndex(System.Int32)">
<summary>
<para>Get the index of a face a particular contact point belongs to in this contact pair. Use this with Mesh.triangles.</para>
</summary>
<param name="i">Index of the contact point.</param>
<returns>
<para>Index of a face this contact point belongs to.</para>
</returns>
</member>
<member name="M:UnityEngine.ModifiableContactPair.GetMaxImpulse(System.Int32)">
<summary>
<para>Get the maximum impulse that the solver can apply at a particular contact point in this contact pair.</para>
</summary>
<param name="i">Index of the contact point.</param>
<returns>
<para>The maximum impulse that can be applied.</para>
</returns>
</member>
<member name="M:UnityEngine.ModifiableContactPair.GetNormal(System.Int32)">
<summary>
<para>Get the normal at a particular contact point in this contact pair.</para>
</summary>
<param name="i">Index of the contact point.</param>
<returns>
<para>Normal at the contact point.</para>
</returns>
</member>
<member name="M:UnityEngine.ModifiableContactPair.GetPoint(System.Int32)">
<summary>
<para>Get the location of a particular contact point in this contact pair.</para>
</summary>
<param name="i">Index of the contact point.</param>
<returns>
<para>The location of a contact point.</para>
</returns>
</member>
<member name="M:UnityEngine.ModifiableContactPair.GetSeparation(System.Int32)">
<summary>
<para>Get the separation value at a particular contact point in this contact pair.</para>
</summary>
<param name="i">Index of the contact point.</param>
<returns>
<para>The separation at a contact point.</para>
</returns>
</member>
<member name="M:UnityEngine.ModifiableContactPair.GetStaticFriction(System.Int32)">
<summary>
<para>Get the static friction coefficient at a particular point of the contact pair.</para>
</summary>
<param name="i">Index of the contact point.</param>
<returns>
<para>The static friction coefficient at a contact point.</para>
</returns>
</member>
<member name="M:UnityEngine.ModifiableContactPair.GetTargetVelocity(System.Int32)">
<summary>
<para>Get the target velocity the solver should aim reaching at a particular contact point in this contact pair.</para>
</summary>
<param name="i">Index of the contact point.</param>
<returns>
<para>The target velocity at a contact point.</para>
</returns>
</member>
<member name="M:UnityEngine.ModifiableContactPair.IgnoreContact(System.Int32)">
<summary>
<para>Ignore the specified contact point in this contact pair.</para>
</summary>
<param name="i">Index of the contact point.</param>
</member>
<member name="M:UnityEngine.ModifiableContactPair.SetBounciness(System.Int32,System.Single)">
<summary>
<para>Set the restitution value for the specified contact point in this contact pair.</para>
</summary>
<param name="i">Index of the contact point.</param>
<param name="bounciness">Bounciness value for the specified contact point.</param>
</member>
<member name="M:UnityEngine.ModifiableContactPair.SetDynamicFriction(System.Int32,System.Single)">
<summary>
<para>Set the value of the dynamic friction for a specified contact point in this contact pair.</para>
</summary>
<param name="i">Index of the contact point.</param>
<param name="dynamicFriction">Dynamic friction coefficient.</param>
</member>
<member name="M:UnityEngine.ModifiableContactPair.SetMaxImpulse(System.Int32,System.Single)">
<summary>
<para>Set the maximum impulse that the solver can apply at a particular contact point in this contact pair.</para>
</summary>
<param name="i">Index of the contact point.</param>
<param name="value">The maximum impulse that can be applied.</param>
</member>
<member name="M:UnityEngine.ModifiableContactPair.SetNormal(System.Int32,UnityEngine.Vector3)">
<summary>
<para>Set the normal at a particular contact point in this contact pair.</para>
</summary>
<param name="i">Index of the contact point.</param>
<param name="normal">Normal at the contact point.</param>
</member>
<member name="M:UnityEngine.ModifiableContactPair.SetPoint(System.Int32,UnityEngine.Vector3)">
<summary>
<para>Set the location of a particular contact point in this contact pair.</para>
</summary>
<param name="i">Index of the contact point.</param>
<param name="v">The location of a contact point.</param>
</member>
<member name="M:UnityEngine.ModifiableContactPair.SetSeparation(System.Int32,System.Single)">
<summary>
<para>Set the separation value at a particular contact point in this contact pair.</para>
</summary>
<param name="i">Index of the contact point.</param>
<param name="separation">The separation at a contact point.</param>
</member>
<member name="M:UnityEngine.ModifiableContactPair.SetStaticFriction(System.Int32,System.Single)">
<summary>
<para>Set the static friction coefficient at a particular point of the contact pair.</para>
</summary>
<param name="i">Index of the contact point.</param>
<param name="staticFriction">The static friction coefficient at a contact point.</param>
</member>
<member name="M:UnityEngine.ModifiableContactPair.SetTargetVelocity(System.Int32,UnityEngine.Vector3)">
<summary>
<para>Set the target velocity the solver should aim reaching at a particular contact point in this contact pair.</para>
</summary>
<param name="i">Index of the contact point.</param>
<param name="velocity">The target velocity at a contact point.</param>
</member>
<member name="T:UnityEngine.ModifiableMassProperties">
<summary>
<para>Mass-related modifiable properties of a contact pair.</para>
</summary>
</member>
<member name="F:UnityEngine.ModifiableMassProperties.inverseInertiaScale">
<summary>
<para>The inverse inertia scaling that the solver should apply to the first body of this contact pair.</para>
</summary>
</member>
<member name="F:UnityEngine.ModifiableMassProperties.inverseMassScale">
<summary>
<para>The inverse mass scaling that the solver should apply to the first body of this contact pair.</para>
</summary>
</member>
<member name="F:UnityEngine.ModifiableMassProperties.otherInverseInertiaScale">
<summary>
<para>The inverse inertia scaling that the solver should apply to the second body of this contact pair.</para>
</summary>
</member>
<member name="F:UnityEngine.ModifiableMassProperties.otherInverseMassScale">
<summary>
<para>The inverse mass scaling that the solver should apply to the second body of this contact pair.</para>
</summary>
</member>
<member name="T:UnityEngine.OverlapBoxCommand">
<summary>
<para>Struct used to set up an overlap box command to be performed asynchronously during a job.</para>
</summary>
</member>
<member name="P:UnityEngine.OverlapBoxCommand.center">
<summary>
<para>The center of the box.</para>
</summary>
</member>
<member name="P:UnityEngine.OverlapBoxCommand.halfExtents">
<summary>
<para>Half of the size of the box in each dimension.</para>
</summary>
</member>
<member name="P:UnityEngine.OverlapBoxCommand.orientation">
<summary>
<para>The orientation of the box.</para>
</summary>
</member>
<member name="P:UnityEngine.OverlapBoxCommand.physicsScene">
<summary>
<para>The physics scene this command is run in.</para>
</summary>
</member>
<member name="F:UnityEngine.OverlapBoxCommand.queryParameters">
<summary>
<para>Structure for specifying additional parameters for a batch query such as layer mask or hit triggers.</para>
</summary>
</member>
<member name="M:UnityEngine.OverlapBoxCommand.#ctor(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.QueryParameters)">
<summary>
<para>Create an OverlapBoxCommand.</para>
</summary>
<param name="center">The center of the box.</param>
<param name="halfExtents">The half of the size of the box in each dimension.</param>
<param name="orientation">The orientation of the box.</param>
<param name="queryParameters">Structure for specifying additional parameters for a batch query such as layer mask, hit triggers.</param>
</member>
<member name="M:UnityEngine.OverlapBoxCommand.#ctor(UnityEngine.PhysicsScene,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.QueryParameters)">
<summary>
<para>Create a OverlapBoxCommand.</para>
</summary>
<param name="physicsScene">The physics scene to run the overlap box query in.</param>
<param name="center">The center of the box.</param>
<param name="halfExtents">Half of the size of the box in each dimension.</param>
<param name="orientation">The orientation of the box.</param>
<param name="queryParameters">Structure for specifying additional parameters for a batch query such as layer mask or hit triggers.</param>
</member>
<member name="M:UnityEngine.OverlapBoxCommand.ScheduleBatch(Unity.Collections.NativeArray`1&lt;UnityEngine.OverlapBoxCommand&gt;,Unity.Collections.NativeArray`1&lt;UnityEngine.ColliderHit&gt;,System.Int32,System.Int32,Unity.Jobs.JobHandle)">
<summary>
<para>Schedule a batch of overlap box commands to perform in a job.</para>
</summary>
<param name="commands">A NativeArray of the OverlapBoxCommands to perform.</param>
<param name="results">A NativeArray of the ColliderHits where the results of the commands are stored.</param>
<param name="minCommandsPerJob">The minimum number of commands to perform in a single job.</param>
<param name="maxHits">The maximum number of Colliders the overlap can hit.</param>
<param name="dependsOn">A JobHandle of a job which must be completed before the overlap box starts.</param>
<returns>
<para>The JobHandle of the job which will perform the overlap box.</para>
</returns>
</member>
<member name="T:UnityEngine.OverlapCapsuleCommand">
<summary>
<para>Struct used to set up an overlap capsule command to be performed asynchronously during a job.</para>
</summary>
</member>
<member name="P:UnityEngine.OverlapCapsuleCommand.physicsScene">
<summary>
<para>The physics scene this command is run in.</para>
</summary>
</member>
<member name="P:UnityEngine.OverlapCapsuleCommand.point0">
<summary>
<para>The center of the sphere at the start of the capsule.</para>
</summary>
</member>
<member name="P:UnityEngine.OverlapCapsuleCommand.point1">
<summary>
<para>The center of the sphere at the end of the capsule.</para>
</summary>
</member>
<member name="F:UnityEngine.OverlapCapsuleCommand.queryParameters">
<summary>
<para>Structure for specifying additional parameters for a batch query such as layer mask or hit triggers.</para>
</summary>
</member>
<member name="P:UnityEngine.OverlapCapsuleCommand.radius">
<summary>
<para>The radius of the capsule.</para>
</summary>
</member>
<member name="M:UnityEngine.OverlapCapsuleCommand.#ctor(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.QueryParameters)">
<summary>
<para>Create an OverlapCapsuleCommand.</para>
</summary>
<param name="point0">The center of the sphere at the start of the capsule.</param>
<param name="point1">The center of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="queryParameters">Structure for specifying additional parameters for a batch query such as layer mask or hit triggers.</param>
</member>
<member name="M:UnityEngine.OverlapCapsuleCommand.#ctor(UnityEngine.PhysicsScene,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.QueryParameters)">
<summary>
<para>Create an OverlapCapsuleCommand.</para>
</summary>
<param name="physicsScene">The physics scene this command is run in.</param>
<param name="point0">The center of the sphere at the start of the capsule.</param>
<param name="point1">The center of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="queryParameters">Structure for specifying additional parameters for a batch query such as layer mask or hit triggers.</param>
</member>
<member name="M:UnityEngine.OverlapCapsuleCommand.ScheduleBatch(Unity.Collections.NativeArray`1&lt;UnityEngine.OverlapCapsuleCommand&gt;,Unity.Collections.NativeArray`1&lt;UnityEngine.ColliderHit&gt;,System.Int32,System.Int32,Unity.Jobs.JobHandle)">
<summary>
<para>Schedule a batch of overlap capsule commands to perform in a job.</para>
</summary>
<param name="commands">A NativeArray of the OverlapCapsuleCommands to perform.</param>
<param name="results">A NativeArray of the ColliderHits where the results of the commands are stored.</param>
<param name="minCommandsPerJob">The minimum number of commands to perform in a single job.</param>
<param name="maxHits">The maximum number of Colliders the overlap can hit.</param>
<param name="dependsOn">A JobHandle of a job which must be completed before the overlap capsule starts.</param>
<returns>
<para>The JobHandle of the job wich will perform the overlap capsule.</para>
</returns>
</member>
<member name="T:UnityEngine.OverlapSphereCommand">
<summary>
<para>Struct used to setup an overlap sphere command to be performed asynchronously during a job.</para>
</summary>
</member>
<member name="P:UnityEngine.OverlapSphereCommand.physicsScene">
<summary>
<para>The physics scene the command is run in.</para>
</summary>
</member>
<member name="P:UnityEngine.OverlapSphereCommand.point">
<summary>
<para>The center of the sphere.</para>
</summary>
</member>
<member name="F:UnityEngine.OverlapSphereCommand.queryParameters">
<summary>
<para>Structure for specifying additional parameters for a batch query such as layer mask or hit triggers.</para>
</summary>
</member>
<member name="P:UnityEngine.OverlapSphereCommand.radius">
<summary>
<para>The radius of the sphere.</para>
</summary>
</member>
<member name="M:UnityEngine.OverlapSphereCommand.#ctor(UnityEngine.Vector3,System.Single,UnityEngine.QueryParameters)">
<summary>
<para>Create an OverlapSphereCommand.</para>
</summary>
<param name="point">The center of the sphere.</param>
<param name="radius">The radius of the sphere.</param>
<param name="queryParameters">Structure for specifying additional parameters for a batch query such as layer mask or hit triggers.</param>
</member>
<member name="M:UnityEngine.OverlapSphereCommand.#ctor(UnityEngine.PhysicsScene,UnityEngine.Vector3,System.Single,UnityEngine.QueryParameters)">
<summary>
<para>Create an OverlapSphereCommand.</para>
</summary>
<param name="physicsScene">The physics scene to run the overlap sphere query in.</param>
<param name="point">The center of the sphere.</param>
<param name="radius">The radius of the sphere.</param>
<param name="queryParameters">Structure for specifying additional parameters for a batch query such as layer mask or hit triggers.</param>
</member>
<member name="M:UnityEngine.OverlapSphereCommand.ScheduleBatch(Unity.Collections.NativeArray`1&lt;UnityEngine.OverlapSphereCommand&gt;,Unity.Collections.NativeArray`1&lt;UnityEngine.ColliderHit&gt;,System.Int32,System.Int32,Unity.Jobs.JobHandle)">
<summary>
<para>Schedule a batch of overlap sphere commands to perform in a job.</para>
</summary>
<param name="commands">A NativeArray of the OverlapSphereCommands to perform.</param>
<param name="results">A NativeArray of the ColliderHits where the results of the commands are stored.</param>
<param name="minCommandsPerJob">The minimum number of commands to perform in a single job.</param>
<param name="maxHits">The maximum number of Colliders the overlap can hit.</param>
<param name="dependsOn">A JobHandle of a job which must be completed before the overlap sphere starts.</param>
<returns>
<para>The JobHandle of the job which will perform the overlap sphere.</para>
</returns>
</member>
<member name="T:UnityEngine.Physics">
<summary>
<para>Global physics properties and helper methods.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.autoSimulation">
<summary>
<para>Sets whether the physics should be simulated automatically or not.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.autoSyncTransforms">
<summary>
<para>Whether or not to automatically sync transform changes with the physics system whenever a Transform component changes.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.bounceThreshold">
<summary>
<para>Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.clothGravity">
<summary>
<para>Cloth Gravity setting.
Set gravity for all cloth components.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.defaultContactOffset">
<summary>
<para>The default contact offset of the newly created colliders.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.defaultMaxAngularSpeed">
<summary>
<para>Default maximum angular speed of the dynamic Rigidbody, in radians (default 50).</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.defaultMaxDepenetrationVelocity">
<summary>
<para>The maximum default velocity needed to move a Rigidbody's collider out of another collider's surface penetration. Must be positive.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.defaultPhysicsScene">
<summary>
<para>The PhysicsScene automatically created when Unity starts.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.defaultSolverIterations">
<summary>
<para>The defaultSolverIterations determines how accurately Rigidbody joints and collision contacts are resolved. (default 6). Must be positive.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.defaultSolverVelocityIterations">
<summary>
<para>The defaultSolverVelocityIterations affects how accurately the Rigidbody joints and collision contacts are resolved. (default 1). Must be positive.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.gravity">
<summary>
<para>The gravity applied to all rigid bodies in the Scene.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.improvedPatchFriction">
<summary>
<para>Enables an improved patch friction mode that guarantees static and dynamic friction do not exceed analytical results.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.interCollisionDistance">
<summary>
<para>Sets the minimum separation distance for cloth inter-collision.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.interCollisionStiffness">
<summary>
<para>Sets the cloth inter-collision stiffness.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.invokeCollisionCallbacks">
<summary>
<para>Whether or not MonoBehaviour collision messages will be sent by the physics system.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.maxAngularVelocity">
<summary>
<para>The default maximum angular velocity permitted for any rigid bodies (default 7). Must be positive.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.minPenetrationForPenalty">
<summary>
<para>The minimum contact penetration value in order to apply a penalty force (default 0.05). Must be positive.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.queriesHitBackfaces">
<summary>
<para>Whether physics queries should hit back-face triangles.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.queriesHitTriggers">
<summary>
<para>Specifies whether queries (raycasts, spherecasts, overlap tests, etc.) hit Triggers by default.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.reuseCollisionCallbacks">
<summary>
<para>Determines whether the garbage collector should reuse only a single instance of a Collision type for all collision callbacks.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.simulationMode">
<summary>
<para>Controls when Unity executes the physics simulation.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.sleepAngularVelocity">
<summary>
<para>The default angular velocity, below which objects start sleeping (default 0.14). Must be positive.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.sleepThreshold">
<summary>
<para>The mass-normalized energy threshold, below which objects start going to sleep.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.sleepVelocity">
<summary>
<para>The default linear velocity, below which objects start going to sleep (default 0.15). Must be positive.</para>
</summary>
</member>
<member name="F:UnityEngine.Physics.AllLayers">
<summary>
<para>Layer mask constant to select all layers.</para>
</summary>
</member>
<member name="M:UnityEngine.Physics.BakeMesh(System.Int32,System.Boolean)">
<summary>
<para>Prepares the mesh for use with a MeshCollider and uses default cooking options.</para>
</summary>
<param name="meshID">The instance ID of the mesh to bake collision data from.</param>
<param name="convex">A flag to indicate whether to bake convex geometry or not.</param>
</member>
<member name="M:UnityEngine.Physics.BakeMesh(System.Int32,System.Boolean,UnityEngine.MeshColliderCookingOptions)">
<summary>
<para>Prepares the mesh for use with a MeshCollider.</para>
</summary>
<param name="meshID">The instance ID of the mesh to bake collision data from.</param>
<param name="convex">A flag to indicate whether to bake convex geometry or not.</param>
<param name="cookingOptions">The cooking options to use when you bake the mesh.</param>
</member>
<member name="M:UnityEngine.Physics.BoxCast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Casts the box along a ray and returns detailed information on what was hit.</para>
</summary>
<param name="center">Center of the box.</param>
<param name="halfExtents">Half the size of the box in each dimension.</param>
<param name="direction">The direction in which to cast the box.</param>
<param name="orientation">Rotation of the box.</param>
<param name="maxDistance">The max length of the cast.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>True, if any intersections were found.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.BoxCast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&amp;,UnityEngine.Quaternion,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Casts the box along a ray and returns detailed information on what was hit.</para>
</summary>
<param name="center">Center of the box.</param>
<param name="halfExtents">Half the size of the box in each dimension.</param>
<param name="direction">The direction in which to cast the box.</param>
<param name="hitInfo">If true is returned, hitInfo will contain more information about where the collider was hit. (Additional resources: RaycastHit).</param>
<param name="orientation">Rotation of the box.</param>
<param name="maxDistance">The max length of the cast.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>True, if any intersections were found.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.BoxCastAll(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Like Physics.BoxCast, but returns all hits.</para>
</summary>
<param name="center">Center of the box.</param>
<param name="halfExtents">Half the size of the box in each dimension.</param>
<param name="direction">The direction in which to cast the box.</param>
<param name="orientation">Rotation of the box.</param>
<param name="maxDistance">The max length of the cast.</param>
<param name="layermask">A that is used to selectively ignore colliders when casting a capsule.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<param name="layerMask"></param>
<returns>
<para>All colliders that were hit.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.BoxCastNonAlloc(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit[],UnityEngine.Quaternion,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Cast the box along the direction, and store hits in the provided buffer.</para>
</summary>
<param name="center">Center of the box.</param>
<param name="halfExtents">Half the size of the box in each dimension.</param>
<param name="direction">The direction in which to cast the box.</param>
<param name="results">The buffer to store the results in.</param>
<param name="orientation">Rotation of the box.</param>
<param name="maxDistance">The max length of the cast.</param>
<param name="layermask">A that is used to selectively ignore colliders when casting a capsule.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<param name="layerMask"></param>
<returns>
<para>The amount of hits stored to the results buffer.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Casts a capsule against all colliders in the Scene and returns detailed information on what was hit.</para>
</summary>
<param name="point1">The center of the sphere at the start of the capsule.</param>
<param name="point2">The center of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="direction">The direction into which to sweep the capsule.</param>
<param name="maxDistance">The max length of the sweep.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>True when the capsule sweep intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&amp;,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para></para>
</summary>
<param name="point1">The center of the sphere at the start of the capsule.</param>
<param name="point2">The center of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="direction">The direction into which to sweep the capsule.</param>
<param name="maxDistance">The max length of the sweep.</param>
<param name="hitInfo">If true is returned, hitInfo will contain more information about where the collider was hit. (Additional resources: RaycastHit).</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
</member>
<member name="M:UnityEngine.Physics.CapsuleCastAll(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects.</para>
</summary>
<param name="point1">The center of the sphere at the start of the capsule.</param>
<param name="point2">The center of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="direction">The direction into which to sweep the capsule.</param>
<param name="maxDistance">The max length of the sweep.</param>
<param name="layermask">A that is used to selectively ignore colliders when casting a capsule.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<param name="layerMask"></param>
<returns>
<para>An array of all colliders hit in the sweep.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.CapsuleCastNonAlloc(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit[],System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Casts a capsule against all colliders in the Scene and returns detailed information on what was hit into the buffer.</para>
</summary>
<param name="point1">The center of the sphere at the start of the capsule.</param>
<param name="point2">The center of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="direction">The direction into which to sweep the capsule.</param>
<param name="results">The buffer to store the hits into.</param>
<param name="maxDistance">The max length of the sweep.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>The amount of hits stored into the buffer.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.CheckBox(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Check whether the given box overlaps with other colliders or not.</para>
</summary>
<param name="center">Center of the box.</param>
<param name="halfExtents">Half the size of the box in each dimension.</param>
<param name="orientation">Rotation of the box.</param>
<param name="layerMask">A that is used to selectively filter which colliders are considered when casting a ray.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<param name="layermask"></param>
<returns>
<para>True, if the box overlaps with any colliders.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.CheckCapsule(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Checks if any colliders overlap a capsule-shaped volume in world space.</para>
</summary>
<param name="start">The center of the sphere at the start of the capsule.</param>
<param name="end">The center of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="layermask">A that is used to selectively ignore colliders when casting a capsule.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<param name="layerMask"></param>
</member>
<member name="M:UnityEngine.Physics.CheckSphere(UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates.</para>
</summary>
<param name="position">Center of the sphere.</param>
<param name="radius">Radius of the sphere.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
</member>
<member name="M:UnityEngine.Physics.ClosestPoint(UnityEngine.Vector3,UnityEngine.Collider,UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
<para>Returns a point on the given collider that is closest to the specified location.</para>
</summary>
<param name="point">Location you want to find the closest point to.</param>
<param name="collider">The collider that you find the closest point on.</param>
<param name="position">The position of the collider.</param>
<param name="rotation">The rotation of the collider.</param>
<returns>
<para>The point on the collider that is closest to the specified location.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.ComputePenetration(UnityEngine.Collider,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Collider,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3&amp;,System.Single&amp;)">
<summary>
<para>Compute the minimal translation required to separate the given colliders apart at specified poses.</para>
</summary>
<param name="colliderA">The first collider.</param>
<param name="positionA">Position of the first collider.</param>
<param name="rotationA">Rotation of the first collider.</param>
<param name="colliderB">The second collider.</param>
<param name="positionB">Position of the second collider.</param>
<param name="rotationB">Rotation of the second collider.</param>
<param name="direction">Direction along which the translation required to separate the colliders apart is minimal.</param>
<param name="distance">The distance along direction that is required to separate the colliders apart.</param>
<returns>
<para>True, if the colliders overlap at the given poses.</para>
</returns>
</member>
<member name="?:UnityEngine.Physics.ContactEvent(UnityEngine.Physics/ContactEventDelegate)">
<summary>
<para>Subscribe to this event to read all collisions that occurred during the physics simulation step.</para>
</summary>
<param name="value">A delegate to call.</param>
</member>
<member name="T:UnityEngine.Physics.ContactEventDelegate">
<summary>
<para></para>
</summary>
<param name="scene">The physics scene that the contacts belong to.</param>
<param name="headerArray">A contact buffer where all the contact data of the previous simulation step is stored.</param>
</member>
<member name="?:UnityEngine.Physics.ContactModifyEvent(System.Action`2&lt;UnityEngine.PhysicsScene,Unity.Collections.NativeArray`1&lt;UnityEngine.ModifiableContactPair&gt;&gt;)">
<summary>
<para>Subscribe to this event to be able to customize the collision response for contact pairs.</para>
</summary>
<param name="value">A delegate to call.</param>
</member>
<member name="?:UnityEngine.Physics.ContactModifyEventCCD(System.Action`2&lt;UnityEngine.PhysicsScene,Unity.Collections.NativeArray`1&lt;UnityEngine.ModifiableContactPair&gt;&gt;)">
<summary>
<para>Subscribe to this event to be able to customize the collision response of CCD generated contact pairs.</para>
</summary>
<param name="value">A delegate to call.</param>
</member>
<member name="F:UnityEngine.Physics.DefaultRaycastLayers">
<summary>
<para>Layer mask constant to select default raycast layers.</para>
</summary>
</member>
<member name="M:UnityEngine.Physics.GetIgnoreCollision(UnityEngine.Collider,UnityEngine.Collider)">
<summary>
<para>Checks whether the collision detection system will ignore all collisionstriggers between collider1 and collider2/ or not.</para>
</summary>
<param name="collider1">The first collider to compare to collider2.</param>
<param name="collider2">The second collider to compare to collider1.</param>
<returns>
<para>Whether the collision detection system will ignore all collisionstriggers between collider1 and collider2/ or not.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.GetIgnoreLayerCollision(System.Int32,System.Int32)">
<summary>
<para>Are collisions between layer1 and layer2 being ignored?</para>
</summary>
<param name="layer1"></param>
<param name="layer2"></param>
</member>
<member name="M:UnityEngine.Physics.IgnoreCollision(UnityEngine.Collider,UnityEngine.Collider,System.Boolean)">
<summary>
<para>Makes the collision detection system ignore all collisions between collider1 and collider2.</para>
</summary>
<param name="collider1">Any collider.</param>
<param name="collider2">Another collider you want to have collider1 to start or stop ignoring collisions with.</param>
<param name="ignore">Whether or not the collisions between the two colliders should be ignored or not.</param>
</member>
<member name="M:UnityEngine.Physics.IgnoreLayerCollision(System.Int32,System.Int32,System.Boolean)">
<summary>
<para>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.</para>
</summary>
<param name="layer1"></param>
<param name="layer2"></param>
<param name="ignore"></param>
</member>
<member name="F:UnityEngine.Physics.IgnoreRaycastLayer">
<summary>
<para>Layer mask constant to select ignore raycast layer.</para>
</summary>
</member>
<member name="M:UnityEngine.Physics.Linecast(UnityEngine.Vector3,UnityEngine.Vector3,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Returns true if there is any collider intersecting the line between start and end.</para>
</summary>
<param name="start">Start point.</param>
<param name="end">End point.</param>
<param name="layerMask">A that is used to selectively filter which colliders are considered when casting a ray.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
</member>
<member name="M:UnityEngine.Physics.Linecast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&amp;,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Returns true if there is any collider intersecting the line between start and end.</para>
</summary>
<param name="start">Start point.</param>
<param name="end">End point.</param>
<param name="layerMask">A that is used to selectively filter which colliders are considered when casting a ray.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<param name="hitInfo">If true is returned, hitInfo will contain more information about where the collider was hit. (Additional resources: RaycastHit).</param>
</member>
<member name="M:UnityEngine.Physics.OverlapBox(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Find all colliders touching or inside of the given box.</para>
</summary>
<param name="center">Center of the box.</param>
<param name="halfExtents">Half of the size of the box in each dimension.</param>
<param name="orientation">Rotation of the box.</param>
<param name="layerMask">A that is used to selectively filter which colliders are considered when casting a ray.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>Colliders that overlap with the given box.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.OverlapBoxNonAlloc(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Collider[],UnityEngine.Quaternion,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Find all colliders touching or inside of the given box, and store them into the buffer.</para>
</summary>
<param name="center">Center of the box.</param>
<param name="halfExtents">Half of the size of the box in each dimension.</param>
<param name="results">The buffer to store the results in.</param>
<param name="orientation">Rotation of the box.</param>
<param name="layerMask">A that is used to selectively filter which colliders are considered when casting a ray.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<param name="mask"></param>
<returns>
<para>The amount of colliders stored in results.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.OverlapCapsule(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Check the given capsule against the physics world and return all overlapping colliders.</para>
</summary>
<param name="point0">The center of the sphere at the start of the capsule.</param>
<param name="point1">The center of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>Colliders touching or inside the capsule.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.OverlapCapsuleNonAlloc(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Collider[],System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Check the given capsule against the physics world and return all overlapping colliders in the user-provided buffer.</para>
</summary>
<param name="point0">The center of the sphere at the start of the capsule.</param>
<param name="point1">The center of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="results">The buffer to store the results into.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>The amount of entries written to the buffer.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.OverlapSphere(UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Computes and stores colliders touching or inside the sphere.</para>
</summary>
<param name="position">Center of the sphere.</param>
<param name="radius">Radius of the sphere.</param>
<param name="layerMask">A defines which layers of colliders to include in the query.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>Returns an array with all colliders touching or inside the sphere.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.OverlapSphereNonAlloc(UnityEngine.Vector3,System.Single,UnityEngine.Collider[],System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Computes and stores colliders touching or inside the sphere into the provided buffer.</para>
</summary>
<param name="position">Center of the sphere.</param>
<param name="radius">Radius of the sphere.</param>
<param name="results">The buffer to store the results into.</param>
<param name="layerMask">A defines which layers of colliders to include in the query.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>Returns the amount of colliders stored into the results buffer.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the Scene.</para>
</summary>
<param name="origin">The starting point of the ray in world coordinates.</param>
<param name="direction">The direction of the ray.</param>
<param name="maxDistance">The max distance the ray should check for collisions.</param>
<param name="layerMask">A that is used to selectively filter which colliders are considered when casting a ray.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>Returns true if the ray intersects with a Collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&amp;,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Casts a ray against all colliders in the Scene and returns detailed information on what was hit.</para>
</summary>
<param name="origin">The starting point of the ray in world coordinates.</param>
<param name="direction">The direction of the ray.</param>
<param name="hitInfo">If true is returned, hitInfo will contain more information about where the closest collider was hit. (Additional resources: RaycastHit).</param>
<param name="maxDistance">The max distance the ray should check for collisions.</param>
<param name="layerMask">A that is used to selectively filter which colliders are considered when casting a ray.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>Returns true when the ray intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Same as above using ray.origin and ray.direction instead of origin and direction.</para>
</summary>
<param name="ray">The starting point and direction of the ray.</param>
<param name="maxDistance">The max distance the ray should check for collisions.</param>
<param name="layerMask">A that is used to selectively filter which colliders are considered when casting a ray.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>Returns true when the ray intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray,UnityEngine.RaycastHit&amp;,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Same as above using ray.origin and ray.direction instead of origin and direction.</para>
</summary>
<param name="ray">The starting point and direction of the ray.</param>
<param name="hitInfo">If true is returned, hitInfo will contain more information about where the closest collider was hit. (Additional resources: RaycastHit).</param>
<param name="maxDistance">The max distance the ray should check for collisions.</param>
<param name="layerMask">A that is used to selectively filter which colliders are considered when casting a ray.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>Returns true when the ray intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Ray,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Casts a ray through the Scene and returns all hits. Note that order of the results is undefined.</para>
</summary>
<param name="ray">The starting point and direction of the ray.</param>
<param name="maxDistance">The max distance the rayhit is allowed to be from the start of the ray.</param>
<param name="layerMask">A that is used to selectively filter which colliders are considered when casting a ray.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>An array of RaycastHit objects. Note that the order of the results is undefined.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Additional resources: Raycast.</para>
</summary>
<param name="origin">The starting point of the ray in world coordinates.</param>
<param name="direction">The direction of the ray.</param>
<param name="maxDistance">The max distance the rayhit is allowed to be from the start of the ray.</param>
<param name="layerMask">A that is used to selectively filter which colliders are considered when casting a ray.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
</member>
<member name="M:UnityEngine.Physics.RaycastNonAlloc(UnityEngine.Ray,UnityEngine.RaycastHit[],System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Cast a ray through the Scene and store the hits into the buffer.</para>
</summary>
<param name="ray">The starting point and direction of the ray.</param>
<param name="results">The buffer to store the hits into.</param>
<param name="maxDistance">The max distance the rayhit is allowed to be from the start of the ray.</param>
<param name="layerMask">A that is used to selectively filter which colliders are considered when casting a ray.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>The amount of hits stored into the results buffer.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.RaycastNonAlloc(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit[],System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Cast a ray through the Scene and store the hits into the buffer.</para>
</summary>
<param name="origin">The starting point and direction of the ray.</param>
<param name="results">The buffer to store the hits into.</param>
<param name="direction">The direction of the ray.</param>
<param name="maxDistance">The max distance the rayhit is allowed to be from the start of the ray.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<param name="layerMask">A that is used to selectively filter which colliders are considered when casting a ray.</param>
<returns>
<para>The amount of hits stored into the results buffer.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.RebuildBroadphaseRegions(UnityEngine.Bounds,System.Int32)">
<summary>
<para>Rebuild the broadphase interest regions as well as set the world boundaries.</para>
</summary>
<param name="worldBounds">Boundaries of the physics world.</param>
<param name="subdivisions">How many cells to create along x and z axis.</param>
</member>
<member name="M:UnityEngine.Physics.Simulate(System.Single)">
<summary>
<para>Simulate physics in the Scene.</para>
</summary>
<param name="step">The time to advance physics by.</param>
</member>
<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&amp;,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Casts a sphere along a ray and returns detailed information on what was hit.</para>
</summary>
<param name="origin">The center of the sphere at the start of the sweep.</param>
<param name="radius">The radius of the sphere.</param>
<param name="direction">The direction into which to sweep the sphere.</param>
<param name="hitInfo">If true is returned, hitInfo will contain more information about where the collider was hit. (Additional resources: RaycastHit).</param>
<param name="maxDistance">The max length of the cast.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a sphere.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>True when the sphere sweep intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Casts a sphere along a ray and returns detailed information on what was hit.</para>
</summary>
<param name="ray">The starting point and direction of the ray into which the sphere sweep is cast.</param>
<param name="radius">The radius of the sphere.</param>
<param name="maxDistance">The max length of the cast.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a sphere.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>True when the sphere sweep intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single,UnityEngine.RaycastHit&amp;,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para></para>
</summary>
<param name="ray">The starting point and direction of the ray into which the sphere sweep is cast.</param>
<param name="radius">The radius of the sphere.</param>
<param name="hitInfo">If true is returned, hitInfo will contain more information about where the collider was hit. (Additional resources: RaycastHit).</param>
<param name="maxDistance">The max length of the cast.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a sphere.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
</member>
<member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.</para>
</summary>
<param name="origin">The center of the sphere at the start of the sweep.</param>
<param name="radius">The radius of the sphere.</param>
<param name="direction">The direction in which to sweep the sphere.</param>
<param name="maxDistance">The max length of the sweep.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a sphere.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>An array of all colliders hit in the sweep.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Ray,System.Single,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.</para>
</summary>
<param name="ray">The starting point and direction of the ray into which the sphere sweep is cast.</param>
<param name="radius">The radius of the sphere.</param>
<param name="maxDistance">The max length of the sweep.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a sphere.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
</member>
<member name="M:UnityEngine.Physics.SphereCastNonAlloc(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit[],System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Cast sphere along the direction and store the results into buffer.</para>
</summary>
<param name="origin">The center of the sphere at the start of the sweep.</param>
<param name="radius">The radius of the sphere.</param>
<param name="direction">The direction in which to sweep the sphere.</param>
<param name="results">The buffer to save the hits into.</param>
<param name="maxDistance">The max length of the sweep.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a sphere.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>The amount of hits stored into the results buffer.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.SphereCastNonAlloc(UnityEngine.Ray,System.Single,UnityEngine.RaycastHit[],System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Cast sphere along the direction and store the results into buffer.</para>
</summary>
<param name="ray">The starting point and direction of the ray into which the sphere sweep is cast.</param>
<param name="radius">The radius of the sphere.</param>
<param name="results">The buffer to save the results to.</param>
<param name="maxDistance">The max length of the sweep.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a sphere.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>The amount of hits stored into the results buffer.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.SyncTransforms">
<summary>
<para>Apply Transform changes to the physics engine.</para>
</summary>
</member>
<member name="T:UnityEngine.PhysicsMaterial">
<summary>
<para>Physics material describes how to handle colliding objects (friction, bounciness).</para>
</summary>
</member>
<member name="P:UnityEngine.PhysicsMaterial.bounceCombine">
<summary>
<para>Determines how the bounciness is combined.</para>
</summary>
</member>
<member name="P:UnityEngine.PhysicsMaterial.bounciness">
<summary>
<para>How bouncy is the surface? A value of 0 will not bounce. A value of 1 will bounce without any loss of energy.</para>
</summary>
</member>
<member name="P:UnityEngine.PhysicsMaterial.dynamicFriction">
<summary>
<para>The friction used when already moving. This value is usually between 0 and 1.</para>
</summary>
</member>
<member name="P:UnityEngine.PhysicsMaterial.frictionCombine">
<summary>
<para>Determines how the friction is combined.</para>
</summary>
</member>
<member name="P:UnityEngine.PhysicsMaterial.staticFriction">
<summary>
<para>The friction coefficient used when an object is lying on a surface.</para>
</summary>
</member>
<member name="M:UnityEngine.PhysicsMaterial.#ctor">
<summary>
<para>Creates a new material.</para>
</summary>
</member>
<member name="M:UnityEngine.PhysicsMaterial.#ctor(System.String)">
<summary>
<para>Creates a new material named name.</para>
</summary>
<param name="name"></param>
</member>
<member name="T:UnityEngine.PhysicsMaterialCombine">
<summary>
<para>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 &lt; Minimum &lt; Multiply &lt; 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.</para>
</summary>
</member>
<member name="F:UnityEngine.PhysicsMaterialCombine.Average">
<summary>
<para>Averages the friction/bounce of the two colliding materials.</para>
</summary>
</member>
<member name="F:UnityEngine.PhysicsMaterialCombine.Maximum">
<summary>
<para>Uses the larger friction/bounce of the two colliding materials.</para>
</summary>
</member>
<member name="F:UnityEngine.PhysicsMaterialCombine.Minimum">
<summary>
<para>Uses the smaller friction/bounce of the two colliding materials.</para>
</summary>
</member>
<member name="F:UnityEngine.PhysicsMaterialCombine.Multiply">
<summary>
<para>Multiplies the friction/bounce of the two colliding materials.</para>
</summary>
</member>
<member name="T:UnityEngine.PhysicsScene">
<summary>
<para>Represents a single instance of a 3D physics Scene.</para>
</summary>
</member>
<member name="M:UnityEngine.PhysicsScene.BoxCast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&amp;,UnityEngine.Quaternion,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Casts the box along a ray and returns detailed information on what was hit.</para>
</summary>
<param name="center">Center of the box.</param>
<param name="halfExtents">Half the size of the box in each dimension.</param>
<param name="direction">The direction in which to cast the box.</param>
<param name="hitInfo">If true is returned, hitInfo will contain more information about where the collider was hit. (Additional resources: RaycastHit).</param>
<param name="orientation">Rotation of the box.</param>
<param name="maxDistance">The max length of the cast.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>True, if any intersections were found.</para>
</returns>
</member>
<member name="M:UnityEngine.PhysicsScene.BoxCast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit[],UnityEngine.Quaternion,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Casts the box along a ray and returns detailed information on what was hit.</para>
</summary>
<param name="center">Center of the box.</param>
<param name="halfExtents">Half the size of the box in each dimension.</param>
<param name="direction">The direction in which to cast the box.</param>
<param name="results">The buffer to store the results in.</param>
<param name="orientation">Rotation of the box.</param>
<param name="maxDistance">The max length of the cast.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>The amount of hits stored to the results buffer.</para>
</returns>
</member>
<member name="M:UnityEngine.PhysicsScene.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&amp;,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Casts a capsule against all colliders in this physics scene and returns detailed information on what was hit.</para>
</summary>
<param name="point1">The center of the sphere at the start of the capsule.</param>
<param name="point2">The center of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="direction">The direction into which to sweep the capsule.</param>
<param name="hitInfo">If true is returned, hitInfo will contain more information about where the collider was hit. (Additional resources: RaycastHit).</param>
<param name="maxDistance">The max length of the sweep.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>True when the capsule sweep intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.PhysicsScene.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit[],System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Casts a capsule against all colliders in this physics scene and returns detailed information on what was hit.</para>
</summary>
<param name="point1">The center of the sphere at the start of the capsule.</param>
<param name="point2">The center of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="direction">The direction into which to sweep the capsule.</param>
<param name="results">The buffer to store the results in.</param>
<param name="maxDistance">The max length of the sweep.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>The amount of hits stored to the results buffer.</para>
</returns>
</member>
<member name="M:UnityEngine.PhysicsScene.InterpolateBodies">
<summary>
<para>Interpolates Rigidbodies in this PhysicsScene.</para>
</summary>
</member>
<member name="M:UnityEngine.PhysicsScene.IsEmpty">
<summary>
<para>Gets whether the physics Scene is empty or not.</para>
</summary>
<returns>
<para>Is the physics Scene is empty?</para>
</returns>
</member>
<member name="M:UnityEngine.PhysicsScene.IsValid">
<summary>
<para>Gets whether the physics Scene is valid or not.</para>
</summary>
<returns>
<para>Is the physics scene valid?</para>
</returns>
</member>
<member name="M:UnityEngine.PhysicsScene.OverlapBox(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Collider[],UnityEngine.Quaternion,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Find all colliders touching or inside of the given box, and store them into the buffer.</para>
</summary>
<param name="center">Center of the box.</param>
<param name="halfExtents">Half of the size of the box in each dimension.</param>
<param name="results">The buffer to store the results in.</param>
<param name="orientation">Rotation of the box.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a ray.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>The amount of colliders stored in results.</para>
</returns>
</member>
<member name="M:UnityEngine.PhysicsScene.OverlapCapsule(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Collider[],System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Check the given capsule against the physics world and return all overlapping colliders in the user-provided buffer.</para>
</summary>
<param name="point0">The center of the sphere at the start of the capsule.</param>
<param name="point1">The center of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="results">The buffer to store the results into.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>The amount of entries written to the buffer.</para>
</returns>
</member>
<member name="M:UnityEngine.PhysicsScene.OverlapSphere(UnityEngine.Vector3,System.Single,UnityEngine.Collider[],System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Computes and stores colliders touching or inside the sphere into the provided buffer.</para>
</summary>
<param name="position">Center of the sphere.</param>
<param name="radius">Radius of the sphere.</param>
<param name="results">The buffer to store the results into.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a ray.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>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. </para>
</returns>
</member>
<member name="M:UnityEngine.PhysicsScene.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the Scene.</para>
</summary>
<param name="origin">The starting point of the ray in world coordinates.</param>
<param name="direction">The direction of the ray.</param>
<param name="maxDistance">The max distance the ray should check for collisions.</param>
<param name="layerMask">A that is used to selectively ignore Colliders when casting a ray.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>True if the ray intersects with a Collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.PhysicsScene.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&amp;,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the Scene.</para>
</summary>
<param name="origin">The starting point of the ray in world coordinates.</param>
<param name="direction">The direction of the ray.</param>
<param name="hitInfo">If true is returned, hitInfo will contain more information about where the collider was hit. (Additional resources: RaycastHit).</param>
<param name="maxDistance">The max distance the ray should check for collisions.</param>
<param name="layerMask">A that is used to selectively ignore Colliders when casting a ray.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>True if the ray intersects with a Collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.PhysicsScene.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit[],System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the Scene.</para>
</summary>
<param name="origin">The starting point and direction of the ray.</param>
<param name="direction">The direction of the ray.</param>
<param name="raycastHits">The buffer to store the hits into.</param>
<param name="maxDistance">The max distance the rayhit is allowed to be from the start of the ray.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a ray.</param>
<param name="queryTriggerInteraction">The amount of hits stored into the results buffer.</param>
<returns>
<para>True if the ray intersects with a Collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.PhysicsScene.ResetInterpolationPoses">
<summary>
<para>Resets the Transform positions of interpolated and extrapolated Rigidbodies in this PhysicsScene to Rigidbody.position and Transform rotations to Rigidbody.rotation.</para>
</summary>
</member>
<member name="M:UnityEngine.PhysicsScene.RunSimulationStages(System.Single,UnityEngine.SimulationStage,UnityEngine.SimulationOption)">
<summary>
<para>Runs specified physics simulation stages on this physics scene.</para>
</summary>
<param name="step">The time to advance physics by.</param>
<param name="stages">An enum to specify which stages to run.</param>
<param name="options">A flag enum to specify any additional simulation options.</param>
</member>
<member name="M:UnityEngine.PhysicsScene.Simulate(System.Single)">
<summary>
<para>Simulate physics associated with this PhysicsScene.</para>
</summary>
<param name="step">The time to advance physics by.</param>
<returns>
<para>Whether the simulation was run or not. Running the simulation during physics callbacks will always fail.</para>
</returns>
</member>
<member name="M:UnityEngine.PhysicsScene.SphereCast(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&amp;,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Casts a sphere along a ray and returns detailed information on what was hit.</para>
</summary>
<param name="origin">The center of the sphere at the start of the sweep.</param>
<param name="radius">The radius of the sphere.</param>
<param name="direction">The direction into which to sweep the sphere.</param>
<param name="hitInfo">If true is returned, hitInfo will contain more information about where the collider was hit. (Additional resources: RaycastHit).</param>
<param name="maxDistance">The max length of the cast.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>True when the sphere sweep intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.PhysicsScene.SphereCast(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit[],System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Cast sphere along the direction and store the results into buffer.</para>
</summary>
<param name="origin">The center of the sphere at the start of the sweep.</param>
<param name="radius">The radius of the sphere.</param>
<param name="direction">The direction into which to sweep the sphere.</param>
<param name="results">The buffer to save the results to.</param>
<param name="maxDistance">The max length of the cast.</param>
<param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param>
<param name="queryTriggerInteraction">A that is used to selectively ignore colliders when casting a capsule.</param>
<returns>
<para>The amount of hits stored into the results buffer.</para>
</returns>
</member>
<member name="T:UnityEngine.PhysicsSceneExtensions">
<summary>
<para>Scene extensions to access the underlying physics scene.</para>
</summary>
</member>
<member name="M:UnityEngine.PhysicsSceneExtensions.GetPhysicsScene(UnityEngine.SceneManagement.Scene)">
<summary>
<para>An extension method that returns the 3D physics Scene from the Scene.</para>
</summary>
<param name="scene">The Scene from which to return the 3D physics Scene.</param>
<returns>
<para>The 3D physics Scene used by the Scene.</para>
</returns>
</member>
<member name="T:UnityEngine.QueryParameters">
<summary>
<para>Creates a struct to set up parameters for batch queries: RaycastCommand, BoxcastCommand, CapsulecastCommand, SpherecastCommand.</para>
</summary>
</member>
<member name="F:UnityEngine.QueryParameters.hitBackfaces">
<summary>
<para>Whether physics queries should hit back-face triangles.</para>
</summary>
</member>
<member name="F:UnityEngine.QueryParameters.hitMultipleFaces">
<summary>
<para>Whether raycast batch query should hit multiple faces.</para>
</summary>
</member>
<member name="F:UnityEngine.QueryParameters.hitTriggers">
<summary>
<para>Whether queries hit Triggers by default.</para>
</summary>
</member>
<member name="F:UnityEngine.QueryParameters.layerMask">
<summary>
<para>A LayerMask that is used to selectively ignore Colliders when casting a ray.</para>
</summary>
</member>
<member name="M:UnityEngine.QueryParameters.#ctor(System.Int32,System.Boolean,UnityEngine.QueryTriggerInteraction,System.Boolean)">
<summary>
<para>Struct used to set up parameters for queries: RaycastCommand, BoxcastCommand, CapsulecastCommand, SpherecastCommand.</para>
</summary>
<param name="layerMask">A LayerMask that is used to selectively ignore Colliders when casting a ray.</param>
<param name="hitMultipleFaces">Whether raycast batch query should hit multiple faces.</param>
<param name="hitTriggers">Whether queries hit Triggers by default.</param>
<param name="hitBackfaces">Whether physics queries should hit back-face triangles.</param>
</member>
<member name="P:UnityEngine.QueryParameters.Default">
<summary>
<para>Create a default QueryParameters struct.</para>
</summary>
</member>
<member name="T:UnityEngine.QueryTriggerInteraction">
<summary>
<para>Overrides the global Physics.queriesHitTriggers.</para>
</summary>
</member>
<member name="F:UnityEngine.QueryTriggerInteraction.Collide">
<summary>
<para>Queries always report Trigger hits.</para>
</summary>
</member>
<member name="F:UnityEngine.QueryTriggerInteraction.Ignore">
<summary>
<para>Queries never report Trigger hits.</para>
</summary>
</member>
<member name="F:UnityEngine.QueryTriggerInteraction.UseGlobal">
<summary>
<para>Queries use the global Physics.queriesHitTriggers setting.</para>
</summary>
</member>
<member name="T:UnityEngine.RaycastCommand">
<summary>
<para>Struct used to set up a raycast command to be performed asynchronously during a job.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastCommand.direction">
<summary>
<para>The direction of the ray.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastCommand.distance">
<summary>
<para>The maximum distance the ray should check for collisions.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastCommand.from">
<summary>
<para>The starting point of the ray in world coordinates.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastCommand.layerMask">
<summary>
<para>A LayerMask that is used to selectively ignore Colliders when casting a ray.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastCommand.physicsScene">
<summary>
<para>The physics scene this command is run in.</para>
</summary>
</member>
<member name="F:UnityEngine.RaycastCommand.queryParameters">
<summary>
<para>Structure for specifying additional parameters for a batch query such as layer mask, hit multiple mesh faces, hit triggers and hit backfaces.</para>
</summary>
</member>
<member name="M:UnityEngine.RaycastCommand.#ctor(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.QueryParameters,System.Single)">
<summary>
<para>Create a RaycastCommand.</para>
</summary>
<param name="from">The starting point of the ray in world coordinates.</param>
<param name="direction">The direction of the ray.</param>
<param name="distance">The maximum distance the ray should check for collisions.</param>
<param name="queryParameters">Structure for specifying additional parameters for a batch query such as layer mask, hit multiple mesh faces, hit triggers and hit backfaces.</param>
</member>
<member name="M:UnityEngine.RaycastCommand.#ctor(UnityEngine.PhysicsScene,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.QueryParameters,System.Single)">
<summary>
<para>Create a RaycastCommand.</para>
</summary>
<param name="physicsScene">The physics scene to run the raycast query in.</param>
<param name="from">The starting point of the ray in world coordinates.</param>
<param name="direction">The direction of the ray.</param>
<param name="distance">The maximum distance the ray should check for collisions.</param>
<param name="queryParameters">Structure for specifying additional parameters for a batch query such as layer mask, hit multiple mesh faces, hit triggers and hit backfaces.</param>
</member>
<member name="M:UnityEngine.RaycastCommand.#ctor(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32,System.Int32)">
<summary>
<para>Create a RaycastCommand.</para>
</summary>
<param name="from">The starting point of the ray in world coordinates.</param>
<param name="direction">The direction of the ray.</param>
<param name="distance">The maximum distance the ray should check for collisions.</param>
<param name="layerMask">A LayerMask that is used to selectively ignore Colliders when casting a ray.</param>
<param name="maxHits">The maximum number of Colliders the ray can hit.</param>
</member>
<member name="M:UnityEngine.RaycastCommand.#ctor(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32)">
<summary>
<para>Create a RaycastCommand.</para>
</summary>
<param name="from">The starting point of the ray in world coordinates.</param>
<param name="direction">The direction of the ray.</param>
<param name="distance">The maximum distance the ray should check for collisions.</param>
<param name="layerMask">A LayerMask that is used to selectively ignore Colliders when casting a ray.</param>
<param name="maxHits">The maximum number of Colliders the ray can hit.</param>
</member>
<member name="M:UnityEngine.RaycastCommand.#ctor(UnityEngine.PhysicsScene,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32)">
<summary>
<para>Create a RaycastCommand.</para>
</summary>
<param name="physicsScene">The physics scene to run the raycast query in.</param>
<param name="from">The starting point of the ray in world coordinates.</param>
<param name="direction">The direction of the ray.</param>
<param name="distance">The maximum distance the ray should check for collisions.</param>
<param name="layerMask">A LayerMask that is used to selectively ignore Colliders when casting a ray.</param>
<param name="maxHits">The maximum number of Colliders the ray can hit.</param>
</member>
<member name="M:UnityEngine.RaycastCommand.#ctor(UnityEngine.PhysicsScene,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32,System.Int32)">
<summary>
<para>Create a RaycastCommand.</para>
</summary>
<param name="physicsScene">The physics scene to run the raycast query in.</param>
<param name="from">The starting point of the ray in world coordinates.</param>
<param name="direction">The direction of the ray.</param>
<param name="distance">The maximum distance the ray should check for collisions.</param>
<param name="layerMask">A LayerMask that is used to selectively ignore Colliders when casting a ray.</param>
<param name="maxHits">The maximum number of Colliders the ray can hit.</param>
</member>
<member name="M:UnityEngine.RaycastCommand.ScheduleBatch(Unity.Collections.NativeArray`1&lt;UnityEngine.RaycastCommand&gt;,Unity.Collections.NativeArray`1&lt;UnityEngine.RaycastHit&gt;,System.Int32,System.Int32,Unity.Jobs.JobHandle)">
<summary>
<para>Schedule a batch of raycasts to perform in a job.</para>
</summary>
<param name="commands">A NativeArray of the RaycastCommands to perform.</param>
<param name="results">A NativeArray of the RaycastHits where the results of the commands are stored.</param>
<param name="minCommandsPerJob">The minimum number of commands to perform in a single job.</param>
<param name="dependsOn">A JobHandle of a job which must be completed before the raycast starts.</param>
<param name="maxHits">The maximum number of Colliders the ray can hit.</param>
<returns>
<para>The JobHandle of the job which will perform the raycasts.</para>
</returns>
</member>
<member name="M:UnityEngine.RaycastCommand.ScheduleBatch(Unity.Collections.NativeArray`1&lt;UnityEngine.RaycastCommand&gt;,Unity.Collections.NativeArray`1&lt;UnityEngine.RaycastHit&gt;,System.Int32,Unity.Jobs.JobHandle)">
<summary>
<para>Schedule a batch of raycasts to perform in a job.</para>
</summary>
<param name="commands">A NativeArray of the RaycastCommands to perform.</param>
<param name="results">A NativeArray of the RaycastHits where the results of the commands are stored.</param>
<param name="minCommandsPerJob">The minimum number of commands to perform in a single job.</param>
<param name="dependsOn">A JobHandle of a job which must be completed before the raycast starts.</param>
<returns>
<para>The JobHandle of the job which will perform the raycasts.</para>
</returns>
</member>
<member name="T:UnityEngine.RaycastHit">
<summary>
<para>Structure used to get information back from a raycast.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.articulationBody">
<summary>
<para>The ArticulationBody of the collider that was hit. If the collider is not attached to an articulation body then it is null.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.barycentricCoordinate">
<summary>
<para>The barycentric coordinate of the triangle we hit.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.collider">
<summary>
<para>The Collider that was hit.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.colliderInstanceID">
<summary>
<para>Instance ID of the Collider that was hit.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.distance">
<summary>
<para>The distance from the ray's origin to the impact point.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.lightmapCoord">
<summary>
<para>The uv lightmap coordinate at the impact point.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.normal">
<summary>
<para>The normal of the surface the ray hit.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.point">
<summary>
<para>The impact point in world space where the ray hit the collider.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.rigidbody">
<summary>
<para>The Rigidbody of the collider that was hit. If the collider is not attached to a rigidbody then it is null.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.textureCoord">
<summary>
<para>The uv texture coordinate at the collision location.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.textureCoord2">
<summary>
<para>The secondary uv texture coordinate at the impact point.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.transform">
<summary>
<para>The Transform of the rigidbody or collider that was hit.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.triangleIndex">
<summary>
<para>The index of the triangle that was hit.</para>
</summary>
</member>
<member name="T:UnityEngine.Rigidbody">
<summary>
<para>Control of an object's position through physics simulation.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.angularDamping">
<summary>
<para>The angular damping of the object.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.angularVelocity">
<summary>
<para>The angular velocity vector of the rigidbody measured in radians per second.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.automaticCenterOfMass">
<summary>
<para>Whether or not to calculate the center of mass automatically.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.automaticInertiaTensor">
<summary>
<para>Whether or not to calculate the inertia tensor automatically.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.centerOfMass">
<summary>
<para>The center of mass relative to the transform's origin.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.collisionDetectionMode">
<summary>
<para>The Rigidbody's collision detection mode.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.constraints">
<summary>
<para>Controls which degrees of freedom are allowed for the simulation of this Rigidbody.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.detectCollisions">
<summary>
<para>Should collision detection be enabled? (By default always enabled).</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.excludeLayers">
<summary>
<para>The additional layers that all Colliders attached to this Rigidbody should exclude when deciding if the Collider can come into contact with another Collider.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.freezeRotation">
<summary>
<para>Controls whether physics will change the rotation of the object.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.includeLayers">
<summary>
<para>The additional layers that all Colliders attached to this Rigidbody should include when deciding if the Collider can come into contact with another Collider.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.inertiaTensor">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.inertiaTensorRotation">
<summary>
<para>The rotation of the inertia tensor.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.interpolation">
<summary>
<para>Interpolation provides a way to manage the appearance of jitter in the movement of your Rigidbody GameObjects at run time.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.isKinematic">
<summary>
<para>Controls whether physics affects the rigidbody.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.linearDamping">
<summary>
<para>The linear damping of the Rigidbody linear velocity.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.linearVelocity">
<summary>
<para>The linear velocity vector of the rigidbody. It represents the rate of change of Rigidbody position.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.mass">
<summary>
<para>The mass of the rigidbody.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.maxAngularVelocity">
<summary>
<para>The maximum angular velocity of the rigidbody measured in radians per second. (Default 7) range { 0, infinity }.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.maxDepenetrationVelocity">
<summary>
<para>Maximum velocity of a rigidbody when moving out of penetrating state.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.maxLinearVelocity">
<summary>
<para>The maximum linear velocity of the rigidbody measured in meters per second.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.position">
<summary>
<para>The position of the rigidbody.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.rotation">
<summary>
<para>The rotation of the Rigidbody.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.sleepAngularVelocity">
<summary>
<para>The angular velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.sleepThreshold">
<summary>
<para>The mass-normalized energy threshold, below which objects start going to sleep.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.sleepVelocity">
<summary>
<para>The linear velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.solverIterations">
<summary>
<para>The solverIterations determines how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverIterations. Must be positive.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.solverVelocityIterations">
<summary>
<para>The solverVelocityIterations affects how how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverVelocityIterations. Must be positive.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.useConeFriction">
<summary>
<para>Force cone friction to be used for this rigidbody.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.useGravity">
<summary>
<para>Controls whether gravity affects this rigidbody.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.worldCenterOfMass">
<summary>
<para>The center of mass of the rigidbody in world space (Read Only).</para>
</summary>
</member>
<member name="M:UnityEngine.Rigidbody.AddExplosionForce(System.Single,UnityEngine.Vector3,System.Single)">
<summary>
<para>Applies a force to a rigidbody that simulates explosion effects.</para>
</summary>
<param name="explosionForce">The force of the explosion (which may be modified by distance).</param>
<param name="explosionPosition">The centre of the sphere within which the explosion has its effect.</param>
<param name="explosionRadius">The radius of the sphere within which the explosion has its effect.</param>
<param name="upwardsModifier">Adjustment to the apparent position of the explosion to make it seem to lift objects.</param>
<param name="mode">The method used to apply the force to its targets.</param>
</member>
<member name="M:UnityEngine.Rigidbody.AddExplosionForce(System.Single,UnityEngine.Vector3,System.Single,System.Single)">
<summary>
<para>Applies a force to a rigidbody that simulates explosion effects.</para>
</summary>
<param name="explosionForce">The force of the explosion (which may be modified by distance).</param>
<param name="explosionPosition">The centre of the sphere within which the explosion has its effect.</param>
<param name="explosionRadius">The radius of the sphere within which the explosion has its effect.</param>
<param name="upwardsModifier">Adjustment to the apparent position of the explosion to make it seem to lift objects.</param>
<param name="mode">The method used to apply the force to its targets.</param>
</member>
<member name="M:UnityEngine.Rigidbody.AddExplosionForce(System.Single,UnityEngine.Vector3,System.Single,System.Single,UnityEngine.ForceMode)">
<summary>
<para>Applies a force to a rigidbody that simulates explosion effects.</para>
</summary>
<param name="explosionForce">The force of the explosion (which may be modified by distance).</param>
<param name="explosionPosition">The centre of the sphere within which the explosion has its effect.</param>
<param name="explosionRadius">The radius of the sphere within which the explosion has its effect.</param>
<param name="upwardsModifier">Adjustment to the apparent position of the explosion to make it seem to lift objects.</param>
<param name="mode">The method used to apply the force to its targets.</param>
</member>
<member name="M:UnityEngine.Rigidbody.AddForce(UnityEngine.Vector3)">
<summary>
<para>Adds a force to the Rigidbody.</para>
</summary>
<param name="force">Force vector in world coordinates.</param>
<param name="mode">Type of force to apply.</param>
</member>
<member name="M:UnityEngine.Rigidbody.AddForce(UnityEngine.Vector3,UnityEngine.ForceMode)">
<summary>
<para>Adds a force to the Rigidbody.</para>
</summary>
<param name="force">Force vector in world coordinates.</param>
<param name="mode">Type of force to apply.</param>
</member>
<member name="M:UnityEngine.Rigidbody.AddForce(System.Single,System.Single,System.Single)">
<summary>
<para>Adds a force to the Rigidbody.</para>
</summary>
<param name="x">Size of force along the world x-axis.</param>
<param name="y">Size of force along the world y-axis.</param>
<param name="z">Size of force along the world z-axis.</param>
<param name="mode">Type of force to apply.</param>
</member>
<member name="M:UnityEngine.Rigidbody.AddForce(System.Single,System.Single,System.Single,UnityEngine.ForceMode)">
<summary>
<para>Adds a force to the Rigidbody.</para>
</summary>
<param name="x">Size of force along the world x-axis.</param>
<param name="y">Size of force along the world y-axis.</param>
<param name="z">Size of force along the world z-axis.</param>
<param name="mode">Type of force to apply.</param>
</member>
<member name="M:UnityEngine.Rigidbody.AddForceAtPosition(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Applies force at position. As a result this will apply a torque and force on the object.</para>
</summary>
<param name="force">Force vector in world coordinates.</param>
<param name="position">Position in world coordinates.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddForceAtPosition(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.ForceMode)">
<summary>
<para>Applies force at position. As a result this will apply a torque and force on the object.</para>
</summary>
<param name="force">Force vector in world coordinates.</param>
<param name="position">Position in world coordinates.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddRelativeForce(UnityEngine.Vector3)">
<summary>
<para>Adds a force to the rigidbody relative to its coordinate system.</para>
</summary>
<param name="force">Force vector in local coordinates.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddRelativeForce(UnityEngine.Vector3,UnityEngine.ForceMode)">
<summary>
<para>Adds a force to the rigidbody relative to its coordinate system.</para>
</summary>
<param name="force">Force vector in local coordinates.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddRelativeForce(System.Single,System.Single,System.Single)">
<summary>
<para>Adds a force to the rigidbody relative to its coordinate system.</para>
</summary>
<param name="x">Size of force along the local x-axis.</param>
<param name="y">Size of force along the local y-axis.</param>
<param name="z">Size of force along the local z-axis.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddRelativeForce(System.Single,System.Single,System.Single,UnityEngine.ForceMode)">
<summary>
<para>Adds a force to the rigidbody relative to its coordinate system.</para>
</summary>
<param name="x">Size of force along the local x-axis.</param>
<param name="y">Size of force along the local y-axis.</param>
<param name="z">Size of force along the local z-axis.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddRelativeTorque(UnityEngine.Vector3)">
<summary>
<para>Adds a torque to the rigidbody relative to its coordinate system.</para>
</summary>
<param name="torque">Torque vector in local coordinates.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddRelativeTorque(UnityEngine.Vector3,UnityEngine.ForceMode)">
<summary>
<para>Adds a torque to the rigidbody relative to its coordinate system.</para>
</summary>
<param name="torque">Torque vector in local coordinates.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddRelativeTorque(System.Single,System.Single,System.Single)">
<summary>
<para>Adds a torque to the rigidbody relative to its coordinate system.</para>
</summary>
<param name="x">Size of torque along the local x-axis.</param>
<param name="y">Size of torque along the local y-axis.</param>
<param name="z">Size of torque along the local z-axis.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddRelativeTorque(System.Single,System.Single,System.Single,UnityEngine.ForceMode)">
<summary>
<para>Adds a torque to the rigidbody relative to its coordinate system.</para>
</summary>
<param name="x">Size of torque along the local x-axis.</param>
<param name="y">Size of torque along the local y-axis.</param>
<param name="z">Size of torque along the local z-axis.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddTorque(UnityEngine.Vector3)">
<summary>
<para>Adds a torque to the rigidbody.</para>
</summary>
<param name="torque">Torque vector in world coordinates.</param>
<param name="mode">The type of torque to apply.</param>
</member>
<member name="M:UnityEngine.Rigidbody.AddTorque(UnityEngine.Vector3,UnityEngine.ForceMode)">
<summary>
<para>Adds a torque to the rigidbody.</para>
</summary>
<param name="torque">Torque vector in world coordinates.</param>
<param name="mode">The type of torque to apply.</param>
</member>
<member name="M:UnityEngine.Rigidbody.AddTorque(System.Single,System.Single,System.Single)">
<summary>
<para>Adds a torque to the rigidbody.</para>
</summary>
<param name="x">Size of torque along the world x-axis.</param>
<param name="y">Size of torque along the world y-axis.</param>
<param name="z">Size of torque along the world z-axis.</param>
<param name="mode">The type of torque to apply.</param>
</member>
<member name="M:UnityEngine.Rigidbody.AddTorque(System.Single,System.Single,System.Single,UnityEngine.ForceMode)">
<summary>
<para>Adds a torque to the rigidbody.</para>
</summary>
<param name="x">Size of torque along the world x-axis.</param>
<param name="y">Size of torque along the world y-axis.</param>
<param name="z">Size of torque along the world z-axis.</param>
<param name="mode">The type of torque to apply.</param>
</member>
<member name="M:UnityEngine.Rigidbody.ClosestPointOnBounds(UnityEngine.Vector3)">
<summary>
<para>The closest point to the bounding box of the attached colliders.</para>
</summary>
<param name="position"></param>
</member>
<member name="M:UnityEngine.Rigidbody.GetAccumulatedForce(System.Single)">
<summary>
<para>Returns the force that the Rigidbody has accumulated before the simulation step.</para>
</summary>
<param name="step">The timestep of the next physics simulation.</param>
<returns>
<para>Accumulated force expressed in ForceMode.Force.</para>
</returns>
</member>
<member name="M:UnityEngine.Rigidbody.GetAccumulatedTorque(System.Single)">
<summary>
<para>Returns the torque that the Rigidbody has accumulated before the simulation step.</para>
</summary>
<param name="step">The timestep of the next physics simulation.</param>
<returns>
<para>Accumulated torque expressed in ForceMode.Force.</para>
</returns>
</member>
<member name="M:UnityEngine.Rigidbody.GetPointVelocity(UnityEngine.Vector3)">
<summary>
<para>The velocity of the rigidbody at the point worldPoint in global space.</para>
</summary>
<param name="worldPoint"></param>
</member>
<member name="M:UnityEngine.Rigidbody.GetRelativePointVelocity(UnityEngine.Vector3)">
<summary>
<para>The velocity relative to the rigidbody at the point relativePoint.</para>
</summary>
<param name="relativePoint"></param>
</member>
<member name="M:UnityEngine.Rigidbody.IsSleeping">
<summary>
<para>Is the rigidbody sleeping?</para>
</summary>
</member>
<member name="M:UnityEngine.Rigidbody.Move(UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
<para>Moves the Rigidbody to position and rotates the Rigidbody to rotation.</para>
</summary>
<param name="position">The new position for the Rigidbody.</param>
<param name="rotation">The new rotation for the Rigidbody.</param>
</member>
<member name="M:UnityEngine.Rigidbody.MovePosition(UnityEngine.Vector3)">
<summary>
<para>Moves the kinematic Rigidbody towards position.</para>
</summary>
<param name="position">Provides the new position for the Rigidbody object.</param>
</member>
<member name="M:UnityEngine.Rigidbody.MoveRotation(UnityEngine.Quaternion)">
<summary>
<para>Rotates the rigidbody to rotation.</para>
</summary>
<param name="rot">The new rotation for the Rigidbody.</param>
</member>
<member name="M:UnityEngine.Rigidbody.PublishTransform">
<summary>
<para>Applies the position and rotation of the Rigidbody to the corresponding Transform component.</para>
</summary>
</member>
<member name="M:UnityEngine.Rigidbody.ResetCenterOfMass">
<summary>
<para>Reset the center of mass of the rigidbody.</para>
</summary>
</member>
<member name="M:UnityEngine.Rigidbody.ResetInertiaTensor">
<summary>
<para>Reset the inertia tensor value and rotation.</para>
</summary>
</member>
<member name="M:UnityEngine.Rigidbody.SetDensity(System.Single)">
<summary>
<para>Sets the mass based on the attached colliders assuming a constant density.</para>
</summary>
<param name="density"></param>
</member>
<member name="M:UnityEngine.Rigidbody.Sleep">
<summary>
<para>Forces a rigidbody to sleep until woken up.</para>
</summary>
</member>
<member name="M:UnityEngine.Rigidbody.SweepTest(UnityEngine.Vector3,UnityEngine.RaycastHit&amp;,System.Single,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Tests if a rigidbody would collide with anything, if it was moved through the Scene.</para>
</summary>
<param name="direction">The direction into which to sweep the rigidbody.</param>
<param name="hitInfo">If true is returned, hitInfo will contain more information about where the collider was hit (Additional resources: RaycastHit).</param>
<param name="maxDistance">The length of the sweep.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>True when the rigidbody sweep intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Rigidbody.SweepTestAll(UnityEngine.Vector3,System.Single,UnityEngine.QueryTriggerInteraction)">
<summary>
<para>Like Rigidbody.SweepTest, but returns all hits.</para>
</summary>
<param name="direction">The direction into which to sweep the rigidbody.</param>
<param name="maxDistance">The length of the sweep.</param>
<param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param>
<returns>
<para>An array of all colliders hit in the sweep.</para>
</returns>
</member>
<member name="M:UnityEngine.Rigidbody.WakeUp">
<summary>
<para>Forces a rigidbody to wake up.</para>
</summary>
</member>
<member name="T:UnityEngine.RigidbodyConstraints">
<summary>
<para>Use these flags to constrain motion of Rigidbodies.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints.FreezeAll">
<summary>
<para>Freeze rotation and motion along all axes.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints.FreezePosition">
<summary>
<para>Freeze motion along all axes.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints.FreezePositionX">
<summary>
<para>Freeze motion along the X-axis.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints.FreezePositionY">
<summary>
<para>Freeze motion along the Y-axis.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints.FreezePositionZ">
<summary>
<para>Freeze motion along the Z-axis.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints.FreezeRotation">
<summary>
<para>Freeze rotation along all axes.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints.FreezeRotationX">
<summary>
<para>Freeze rotation along the X-axis.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints.FreezeRotationY">
<summary>
<para>Freeze rotation along the Y-axis.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints.FreezeRotationZ">
<summary>
<para>Freeze rotation along the Z-axis.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints.None">
<summary>
<para>No constraints.</para>
</summary>
</member>
<member name="T:UnityEngine.RigidbodyInterpolation">
<summary>
<para>Rigidbody interpolation mode.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyInterpolation.Extrapolate">
<summary>
<para>Extrapolation will predict the position of the rigidbody based on the current velocity.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyInterpolation.Interpolate">
<summary>
<para>Interpolation will always lag a little bit behind but can be smoother than extrapolation.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyInterpolation.None">
<summary>
<para>No Interpolation.</para>
</summary>
</member>
<member name="T:UnityEngine.RotationDriveMode">
<summary>
<para>Control ConfigurableJoint's rotation with either X &amp; YZ or Slerp Drive.</para>
</summary>
</member>
<member name="F:UnityEngine.RotationDriveMode.Slerp">
<summary>
<para>Use Slerp drive.</para>
</summary>
</member>
<member name="F:UnityEngine.RotationDriveMode.XYAndZ">
<summary>
<para>Use XY &amp; Z Drive.</para>
</summary>
</member>
<member name="T:UnityEngine.SimulationMode">
<summary>
<para>A selection of modes that control when Unity executes the physics simulation.</para>
</summary>
</member>
<member name="F:UnityEngine.SimulationMode.FixedUpdate">
<summary>
<para>Use this enumeration to instruct Unity to execute the physics simulation immediately after the MonoBehaviour.FixedUpdate.</para>
</summary>
</member>
<member name="F:UnityEngine.SimulationMode.Script">
<summary>
<para>Use this enumeration to instruct Unity to execute the physics simulation manually when you call Physics.Simulate.</para>
</summary>
</member>
<member name="F:UnityEngine.SimulationMode.Update">
<summary>
<para>Use this enumeration to instruct Unity to execute the physics simulation immediately after MonoBehaviour.Update.</para>
</summary>
</member>
<member name="T:UnityEngine.SimulationOption">
<summary>
<para>An enumerator that specifies physics simulation options.</para>
</summary>
</member>
<member name="F:UnityEngine.SimulationOption.All">
<summary>
<para>Shorthand for all SimulationOption flags.</para>
</summary>
</member>
<member name="F:UnityEngine.SimulationOption.IgnoreEmptyScenes">
<summary>
<para>Define whether or not to skip the simulation if there are no active physics objects in the scene.</para>
</summary>
</member>
<member name="F:UnityEngine.SimulationOption.None">
<summary>
<para>Shorthand for no SimulationOption flags.</para>
</summary>
</member>
<member name="F:UnityEngine.SimulationOption.SyncTransforms">
<summary>
<para>Define whether or not to sync modified Transform poses to the physics system.</para>
</summary>
</member>
<member name="T:UnityEngine.SimulationStage">
<summary>
<para>A flag enum to determine which simulation stages to run.</para>
</summary>
</member>
<member name="F:UnityEngine.SimulationStage.All">
<summary>
<para>Shorthand for combining all the SimulationStages.</para>
</summary>
</member>
<member name="F:UnityEngine.SimulationStage.None">
<summary>
<para>Shorthand for none of the SimulationStages.</para>
</summary>
</member>
<member name="F:UnityEngine.SimulationStage.PrepareSimulation">
<summary>
<para>This stage prepares the physics scene for simulation.</para>
</summary>
</member>
<member name="F:UnityEngine.SimulationStage.PublishSimulationResults">
<summary>
<para>This stage publishes simulation results.</para>
</summary>
</member>
<member name="F:UnityEngine.SimulationStage.RunSimulation">
<summary>
<para>This stage advances the scene in time.</para>
</summary>
</member>
<member name="T:UnityEngine.SoftJointLimit">
<summary>
<para>The limits defined by the CharacterJoint.</para>
</summary>
</member>
<member name="P:UnityEngine.SoftJointLimit.bounciness">
<summary>
<para>When the joint hits the limit, it can be made to bounce off it.</para>
</summary>
</member>
<member name="P:UnityEngine.SoftJointLimit.contactDistance">
<summary>
<para>Determines how far ahead in space the solver can "see" the joint limit.</para>
</summary>
</member>
<member name="P:UnityEngine.SoftJointLimit.limit">
<summary>
<para>The limit position/angle of the joint (in degrees).</para>
</summary>
</member>
<member name="T:UnityEngine.SoftJointLimitSpring">
<summary>
<para>The configuration of the spring attached to the joint's limits: linear and angular. Used by CharacterJoint and ConfigurableJoint.</para>
</summary>
</member>
<member name="P:UnityEngine.SoftJointLimitSpring.damper">
<summary>
<para>The damping of the spring limit. In effect when the stiffness of the sprint limit is not zero.</para>
</summary>
</member>
<member name="P:UnityEngine.SoftJointLimitSpring.spring">
<summary>
<para>The stiffness of the spring limit. When stiffness is zero the limit is hard, otherwise soft.</para>
</summary>
</member>
<member name="T:UnityEngine.SpherecastCommand">
<summary>
<para>Use this struct to set up a sphere cast command that is performed asynchronously during a job.</para>
</summary>
</member>
<member name="P:UnityEngine.SpherecastCommand.direction">
<summary>
<para>The direction of the sphere cast.</para>
</summary>
</member>
<member name="P:UnityEngine.SpherecastCommand.distance">
<summary>
<para>The maximum distance the sphere should check for collisions.</para>
</summary>
</member>
<member name="P:UnityEngine.SpherecastCommand.layerMask">
<summary>
<para>The LayerMask that selectively ignores Colliders when casting a sphere.</para>
</summary>
</member>
<member name="P:UnityEngine.SpherecastCommand.origin">
<summary>
<para>The starting point of the sphere cast in world coordinates.</para>
</summary>
</member>
<member name="P:UnityEngine.SpherecastCommand.physicsScene">
<summary>
<para>The physics scene this command is run in.</para>
</summary>
</member>
<member name="F:UnityEngine.SpherecastCommand.queryParameters">
<summary>
<para>Structure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces.</para>
</summary>
</member>
<member name="P:UnityEngine.SpherecastCommand.radius">
<summary>
<para>The radius of the casting sphere.</para>
</summary>
</member>
<member name="M:UnityEngine.SpherecastCommand.#ctor(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.QueryParameters,System.Single)">
<summary>
<para>Creates a SpherecastCommand.</para>
</summary>
<param name="origin">The starting point of the sphere cast.</param>
<param name="radius">The radius of the casting sphere.</param>
<param name="direction">The direction of the sphere cast.</param>
<param name="queryParameters">Structure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces.</param>
<param name="distance">The maximum distance the cast should check for collisions.</param>
</member>
<member name="M:UnityEngine.SpherecastCommand.#ctor(UnityEngine.PhysicsScene,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.QueryParameters,System.Single)">
<summary>
<para>Creates a SpherecastCommand.</para>
</summary>
<param name="physicsScene">The physics scene to run the command in.</param>
<param name="origin">The starting point of the sphere cast.</param>
<param name="radius">The radius of the casting sphere.</param>
<param name="direction">The direction of the sphere cast.</param>
<param name="queryParameters">Structure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces.</param>
<param name="distance">The maximum distance the cast should check for collisions.</param>
</member>
<member name="M:UnityEngine.SpherecastCommand.#ctor(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single,System.Int32)">
<summary>
<para>Creates a SpherecastCommand.</para>
</summary>
<param name="origin">The starting point of the sphere cast.</param>
<param name="radius">The radius of the casting sphere.</param>
<param name="direction">The direction of the sphere cast.</param>
<param name="distance">The maximum distance the cast should check for collisions.</param>
<param name="layerMask">The LayerMask that selectively ignores Colliders when casting a sphere.</param>
</member>
<member name="M:UnityEngine.SpherecastCommand.#ctor(UnityEngine.PhysicsScene,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single,System.Int32)">
<summary>
<para>Creates a SpherecastCommand.</para>
</summary>
<param name="physicsScene">The physics scene to run the command in.</param>
<param name="origin">The starting point of the sphere cast.</param>
<param name="radius">The radius of the casting sphere.</param>
<param name="direction">The direction of the sphere cast.</param>
<param name="distance">The maximum distance the cast should check for collisions.</param>
<param name="layerMask">The LayerMask that selectively ignores Colliders when casting a sphere.</param>
</member>
<member name="M:UnityEngine.SpherecastCommand.ScheduleBatch(Unity.Collections.NativeArray`1&lt;UnityEngine.SpherecastCommand&gt;,Unity.Collections.NativeArray`1&lt;UnityEngine.RaycastHit&gt;,System.Int32,System.Int32,Unity.Jobs.JobHandle)">
<summary>
<para>Schedules a batch of sphere casts to perform in a job.</para>
</summary>
<param name="commands">A NativeArray of SpherecastCommands to perform.</param>
<param name="results">A NativeArray of RaycastHit where the result of commands are stored.</param>
<param name="minCommandsPerJob">The minimum number of commands to perform in a job.</param>
<param name="dependsOn">A JobHandle of the job that must be completed before performing the sphere casts.</param>
<param name="maxHits">The maximum number of Colliders the SphereCast can hit.</param>
<returns>
<para>Returns a JobHandle of the job that will perform the sphere casts.</para>
</returns>
</member>
<member name="M:UnityEngine.SpherecastCommand.ScheduleBatch(Unity.Collections.NativeArray`1&lt;UnityEngine.SpherecastCommand&gt;,Unity.Collections.NativeArray`1&lt;UnityEngine.RaycastHit&gt;,System.Int32,Unity.Jobs.JobHandle)">
<summary>
<para>Schedules a batch of sphere casts to perform in a job.</para>
</summary>
<param name="commands">A NativeArray of SpherecastCommands to perform.</param>
<param name="results">A NativeArray of RaycastHit where the result of commands are stored.</param>
<param name="minCommandsPerJob">The minimum number of commands to perform in a job.</param>
<param name="dependsOn">A JobHandle of the job that must be completed before performing the sphere casts.</param>
<returns>
<para>Returns a JobHandle of the job that will perform the sphere casts.</para>
</returns>
</member>
<member name="T:UnityEngine.SphereCollider">
<summary>
<para>A sphere-shaped primitive collider.</para>
</summary>
</member>
<member name="P:UnityEngine.SphereCollider.center">
<summary>
<para>The center of the sphere in the object's local space.</para>
</summary>
</member>
<member name="P:UnityEngine.SphereCollider.radius">
<summary>
<para>The radius of the sphere measured in the object's local space.</para>
</summary>
</member>
<member name="T:UnityEngine.SpringJoint">
<summary>
<para>The spring joint ties together 2 rigid bodies, spring forces will be automatically applied to keep the object at the given distance.</para>
</summary>
</member>
<member name="P:UnityEngine.SpringJoint.damper">
<summary>
<para>The damper force used to dampen the spring force.</para>
</summary>
</member>
<member name="P:UnityEngine.SpringJoint.maxDistance">
<summary>
<para>The maximum distance between the bodies relative to their initial distance.</para>
</summary>
</member>
<member name="P:UnityEngine.SpringJoint.minDistance">
<summary>
<para>The minimum distance between the bodies relative to their initial distance.</para>
</summary>
</member>
<member name="P:UnityEngine.SpringJoint.spring">
<summary>
<para>The spring force used to keep the two objects together.</para>
</summary>
</member>
<member name="P:UnityEngine.SpringJoint.tolerance">
<summary>
<para>The maximum allowed error between the current spring length and the length defined by minDistance and maxDistance.</para>
</summary>
</member>
<member name="A:UnityEngine.PhysicsModule">
<summary>
<para>The Physics module implements 3D physics in Unity.</para>
</summary>
</member>
<member name="T:UnityEngine.WheelFrictionCurve">
<summary>
<para>WheelFrictionCurve is used by the WheelCollider to describe friction properties of the wheel tire.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelFrictionCurve.asymptoteSlip">
<summary>
<para>Asymptote point slip (default 2).</para>
</summary>
</member>
<member name="P:UnityEngine.WheelFrictionCurve.asymptoteValue">
<summary>
<para>Force at the asymptote slip (default 10000).</para>
</summary>
</member>
<member name="P:UnityEngine.WheelFrictionCurve.extremumSlip">
<summary>
<para>Extremum point slip (default 1).</para>
</summary>
</member>
<member name="P:UnityEngine.WheelFrictionCurve.extremumValue">
<summary>
<para>Force at the extremum slip (default 20000).</para>
</summary>
</member>
<member name="P:UnityEngine.WheelFrictionCurve.stiffness">
<summary>
<para>Multiplier for the extremumValue and asymptoteValue values (default 1).</para>
</summary>
</member>
</members>
</doc>