Physics
Physics system: colliders, triggers, rigidbodies, joints, scene queries, etc.
Classes
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ColliderShape— Represents a single collider shape that can be assigned to a collider. -
Collider— Physics object that can be interacted with in the physics world. -
BoxCollider— Collider with box geometry. -
CapsuleCollider— Collider with a capsule geometry. -
CharacterController— Special physics controller meant to be used for game characters. -
Joint— Base class for all Joint types. -
D6Joint— Represents the most customizable type of joint. -
DistanceJoint— A joint that maintains an upper or lower (or both) bound on the distance between two bodies. -
FixedJoint— Physics joint that will maintain a fixed distance and orientation between its two attached bodies. -
HingeJoint— Hinge joint removes all but a single rotation degree of freedom from its two attached bodies (for example a door hinge). -
MeshCollider— A collider represented by an arbitrary mesh. -
PlaneCollider— A collider with plane geometry. -
Rigidbody— Rigidbody is a dynamic physics object that can be moved using forces (or directly). -
SliderJoint— Joint that removes all but a single translational degree of freedom. -
SphereCollider— A collider with sphere geometry. -
SphericalJoint— A spherical joint removes all translational degrees of freedom but allows all rotational degrees of freedom. -
Physics— Provides global physics settings, factory methods for physics objects and scene queries. -
PhysicsScene— Physical representation of a scene, allowing creation of new physical objects in the scene and queries against those objects. -
PhysicsMaterial— Material that controls how two physical objects interact with each other. -
PhysicsMesh— Represents a physics mesh that can be used with a MeshCollider.
Structs
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ContactPoint— Information about a single contact point during physics collision. -
CollisionDataRaw— Information about a collision between two physics objects. -
CollisionData— Information about a collision between two physics objects. -
PhysicsQueryHit— Hit information from a physics query. -
PlaneColliderShapeInformation— Information describing a plane collider shape that extends infinitely in the X/Z axes. -
BoxColliderShapeInformation— Information describing box collider shape defined by its extents (half-size). -
SphereColliderShapeInformation— Information describing a sphere collider shape defined by is radius. -
CapsuleColliderShapeInformation— Information describing a capsule collider shape defined by its radius and half-height. -
MeshColliderShapeInformation— Information describing a mesh collider shape. -
ColliderShapeInformation— Variant type that is able to contain information about all collider shape types. -
CharacterControllerCreateInformation— Contains all the information required for initializing a character controller. -
ControllerCollision— Contains data about a collision of a character controller and another object. -
ControllerColliderCollision— Contains data about a collision of a character controller and a collider. -
ControllerControllerCollision— Contains data about a collision between two character controllers. -
JointCreateInformation— Structure used for initializing a new Joint. -
JointCreateInformation::BodyInfo -
Spring— Controls spring parameters for a physics joint limits. -
LimitCommon— Contains common values used by all Joint limit types. -
LimitLinearRange— Represents a joint limit between two distance values. -
LimitLinear— Represents a joint limit between zero a single distance value. -
LimitAngularRange— Represents a joint limit between two angles. -
LimitConeRange— Represents a joint limit that contraints movement to within an elliptical cone. -
D6JointDrive— Specifies parameters for a drive that will attempt to move the joint bodies to the specified drive position and velocity. -
D6JointCreateInformation— Structure used for initializing a new D6Joint. -
DistanceJointCreateInformation— Structure used for initializing a new DistanceJoint. -
FixedJointCreateInformation— Structure used for initializing a new FixedJoint. -
HingeJointDrive— Properties of a drive that drives the joint's angular velocity towards a paricular value. -
HingeJointCreateInformation— Structure used for initializing a new HingeJoint. -
SliderJointCreateInformation— Structure used for initializing a new SliderJoint. -
SphericalJointCreateInformation— Structure used for initializing a new SphericalJoint. -
PhysicsCreateInformation— Contains parameters used for initializing the physics system.
Enums
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PhysicsMeshType— Valid types of a mesh used for physics. -
CollisionReportMode— Determines which collision events will be reported by physics objects. -
ColliderShapeType— Supported collider shapes. -
CharacterClimbingMode— Controls climbing behaviour for a capsule character controller. -
CharacterNonWalkableMode— Controls behaviour when a character controller reaches a slope thats larger than its slope offset. -
CharacterCollisionFlag— Reports in which directions is the character colliding with other objects. -
JointBody— Specifies first or second body referenced by a Joint. -
D6JointAxis— Specifies axes that the D6 joint can constrain motion on. -
D6JointMotion— Specifies type of constraint placed on a specific axis. -
D6JointDriveType— Type of drives that can be used for moving or rotating bodies attached to the joint. -
DistanceJointFlag— Controls distance joint options. -
HingeJointFlag— Flags that control hinge joint options. -
ForceMode— Type of force or torque that can be applied to a rigidbody. -
PointForceMode— Type of force that can be applied to a rigidbody at an arbitrary point. -
RigidbodyFlag— Flags that control options of a Rigidbody object. -
SliderJointFlag— Flag that controls slider joint's behaviour. -
SphericalJointFlag— Flags that control options for the spherical joint -
PhysicsFlag— Flags for controlling physics behaviour globally.
Free functions
Internal
Symbols intended for engine-internal use. Not part of the public API.
Classes
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IColliderImplementation— Low-level interface for a collider used by the Collider component. -
ICharacterControllerImplementation— Low-level interface for a character controller. -
IJointImplementation— Low-level interface for a joint used by the Joint component. -
IDistanceJointImplementation— Low-level interface for a joint used by the DistanceJoint component. -
IFixedJointImplementation— Low-level interface for a joint used by the FixedJoint component. -
IRigidbodyImplementation— Low-level interface for a rigidbody used by the Rigidbody component. -
ISliderJointImplementation— Low-level interface for a joint used by the SliderJoint component. -
ISphericalJointImplementation— Low-level interface for a joint used by the SphericalJoint component. -
PhysicsFactory— Creates and destroys a specific physics implementation. -
PhysicsManager— Takes care of loading, initializing and shutting down of a particular physics implementation. -
IPhysicsMeshImplementation— Low-level interface for a physics mesh, to be implemented by the physics plugin to provide functionality.