Character Controller Pro  1.3.8
A 2D/3D character controller asset for the Unity Engine.
Lightbug.Utilities.PhysicsComponent Member List

This is the complete list of members for Lightbug.Utilities.PhysicsComponent, including all inherited members.

Awake() (defined in Lightbug.Utilities.PhysicsComponent)Lightbug.Utilities.PhysicsComponentinlineprotectedvirtual
BoxCast(out HitInfo hitInfo, Vector3 center, Vector3 size, Vector3 castDisplacement, Quaternion orientation, in HitInfoFilter filter)Lightbug.Utilities.PhysicsComponentpure virtual
BoxCast(Vector3 center, Vector3 size, Vector3 castDisplacement, Quaternion orientation, in HitInfoFilter filter)Lightbug.Utilities.PhysicsComponentpure virtual
CapsuleCast(out HitInfo hitInfo, Vector3 bottom, Vector3 top, float radius, Vector3 castDisplacement, in HitInfoFilter filter)Lightbug.Utilities.PhysicsComponentpure virtual
ClearContacts() (defined in Lightbug.Utilities.PhysicsComponent)Lightbug.Utilities.PhysicsComponentinline
CollisionLayerMaskLightbug.Utilities.PhysicsComponent
ContactsLightbug.Utilities.PhysicsComponent
CreateInstance(GameObject gameObject) (defined in Lightbug.Utilities.PhysicsComponent)Lightbug.Utilities.PhysicsComponentinlinestatic
GetClosestHit(out HitInfo hitInfo, Vector3 castDisplacement, in HitInfoFilter filter) (defined in Lightbug.Utilities.PhysicsComponent)Lightbug.Utilities.PhysicsComponentprotectedpure virtual
GetCollisionLayerMask() (defined in Lightbug.Utilities.PhysicsComponent)Lightbug.Utilities.PhysicsComponentprotectedpure virtual
hits (defined in Lightbug.Utilities.PhysicsComponent)Lightbug.Utilities.PhysicsComponentprotected
HitsBuffer (defined in Lightbug.Utilities.PhysicsComponent)Lightbug.Utilities.PhysicsComponent
IgnoreCollision(in HitInfo hitInfo, bool ignore)Lightbug.Utilities.PhysicsComponentpure virtual
ignoreCollisionMessages (defined in Lightbug.Utilities.PhysicsComponent)Lightbug.Utilities.PhysicsComponentprotected
IgnoreLayerCollision(int targetLayer, bool ignore)Lightbug.Utilities.PhysicsComponentpure virtual
IgnoreLayerMaskCollision(LayerMask layerMask, bool ignore)Lightbug.Utilities.PhysicsComponentpure virtual
IgnoreOverlappedColliders(LayerMask ignoredLayerMask) (defined in Lightbug.Utilities.PhysicsComponent)Lightbug.Utilities.PhysicsComponentprotectedpure virtual
OverlapCapsule(Vector3 bottom, Vector3 top, float radius, in HitInfoFilter filter)Lightbug.Utilities.PhysicsComponentpure virtual
OverlapSphere(Vector3 center, float radius, in HitInfoFilter filter)Lightbug.Utilities.PhysicsComponentpure virtual
Raycast(out HitInfo hitInfo, Vector3 origin, Vector3 castDisplacement, in HitInfoFilter filter)Lightbug.Utilities.PhysicsComponentpure virtual
SimpleRaycast(out HitInfo hitInfo, Vector3 origin, Vector3 castDisplacement, in HitInfoFilter filter)Lightbug.Utilities.PhysicsComponentpure virtual
SphereCast(out HitInfo hitInfo, Vector3 center, float radius, Vector3 castDisplacement, in HitInfoFilter filter)Lightbug.Utilities.PhysicsComponentpure virtual
Start() (defined in Lightbug.Utilities.PhysicsComponent)Lightbug.Utilities.PhysicsComponentinlineprotectedvirtual
TriggersLightbug.Utilities.PhysicsComponent
wasKinematic (defined in Lightbug.Utilities.PhysicsComponent)Lightbug.Utilities.PhysicsComponentprotected