Character Controller Pro 1.4.11
A 2D/3D character controller asset for Unity.
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Lightbug.Utilities.PhysicsComponent2D Member List

This is the complete list of members for Lightbug.Utilities.PhysicsComponent2D, including all inherited members.

Awake() (defined in Lightbug.Utilities.PhysicsComponent2D)Lightbug.Utilities.PhysicsComponent2Dinlineprotectedvirtual
BoxCast(out HitInfo hitInfo, Vector3 center, Vector3 size, Vector3 castDisplacement, Quaternion orientation, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null)Lightbug.Utilities.PhysicsComponentinline
BoxCast(Vector3 center, Vector3 size, Vector3 castDisplacement, Quaternion orientation, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null)Lightbug.Utilities.PhysicsComponentinline
CapsuleCast(out HitInfo hitInfo, Vector3 bottom, Vector3 top, float radius, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null)Lightbug.Utilities.PhysicsComponentinline
CapsuleCast(Vector3 bottom, Vector3 top, float radius, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null)Lightbug.Utilities.PhysicsComponentinline
CheckCollisionsWith(GameObject gameObject)Lightbug.Utilities.PhysicsComponent2Dinlinevirtual
ClearContacts() (defined in Lightbug.Utilities.PhysicsComponent)Lightbug.Utilities.PhysicsComponent
ColliderLightbug.Utilities.PhysicsComponent2D
CollisionLayerMaskLightbug.Utilities.PhysicsComponent
ContactsLightbug.Utilities.PhysicsComponent
CreateInstance(GameObject gameObject) (defined in Lightbug.Utilities.PhysicsComponent)Lightbug.Utilities.PhysicsComponentinlinestatic
FilterOverlaps(int overlaps, LayerMask ignoredLayerMask, HitFilterDelegate hitFilter) (defined in Lightbug.Utilities.PhysicsComponent2D)Lightbug.Utilities.PhysicsComponent2Dinlineprotectedvirtual
GetAllHits(int hits, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps, HitFilterDelegate hitFilter) (defined in Lightbug.Utilities.PhysicsComponent2D)Lightbug.Utilities.PhysicsComponent2Dinlineprotectedvirtual
GetClosestHit(out HitInfo hitInfo, int hits, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps, HitFilterDelegate hitFilter) (defined in Lightbug.Utilities.PhysicsComponent2D)Lightbug.Utilities.PhysicsComponent2Dinlineprotectedvirtual
GetCollisionLayerMask() (defined in Lightbug.Utilities.PhysicsComponent2D)Lightbug.Utilities.PhysicsComponent2Dinlineprotectedvirtual
HitsBuffer (defined in Lightbug.Utilities.PhysicsComponent)Lightbug.Utilities.PhysicsComponent
IgnoreCollision(in HitInfo hitInfo, bool ignore)Lightbug.Utilities.PhysicsComponent2Dinlinevirtual
IgnoreCollision(Transform otherTransform, bool ignore)Lightbug.Utilities.PhysicsComponent2Dinlinevirtual
IgnoreCollision(Collider2D collider, bool ignore) (defined in Lightbug.Utilities.PhysicsComponent2D)Lightbug.Utilities.PhysicsComponent2Dinline
IgnoreCollision(Collider2D collider, bool ignore, int layerMask) (defined in Lightbug.Utilities.PhysicsComponent2D)Lightbug.Utilities.PhysicsComponent2Dinline
ignoreCollisionMessages (defined in Lightbug.Utilities.PhysicsComponent)Lightbug.Utilities.PhysicsComponentprotected
IgnoreLayerCollision(int targetLayer, bool ignore)Lightbug.Utilities.PhysicsComponent2Dinlinevirtual
IgnoreLayerMaskCollision(LayerMask layerMask, bool ignore)Lightbug.Utilities.PhysicsComponent2Dinlinevirtual
InternalBoxCast(Vector3 center, Vector3 size, Vector3 castDisplacement, Quaternion orientation, int layerMask, bool ignoreTriggers, bool allowOverlaps) (defined in Lightbug.Utilities.PhysicsComponent2D)Lightbug.Utilities.PhysicsComponent2Dinlineprotectedvirtual
InternalCapsuleCast(Vector3 bottom, Vector3 top, float radius, Vector3 castDisplacement, int layerMask, bool ignoreTriggers, bool allowOverlaps) (defined in Lightbug.Utilities.PhysicsComponent2D)Lightbug.Utilities.PhysicsComponent2Dinlineprotectedvirtual
InternalOverlapBox(Vector3 center, Vector3 size, Quaternion orientation, int layerMask, bool ignoreTriggers) (defined in Lightbug.Utilities.PhysicsComponent2D)Lightbug.Utilities.PhysicsComponent2Dinlineprotectedvirtual
InternalOverlapCapsule(Vector3 bottom, Vector3 top, float radius, int layerMask, bool ignoreTriggers) (defined in Lightbug.Utilities.PhysicsComponent2D)Lightbug.Utilities.PhysicsComponent2Dinlineprotectedvirtual
InternalOverlapSphere(Vector3 center, float radius, int layerMask, bool ignoreTriggers) (defined in Lightbug.Utilities.PhysicsComponent2D)Lightbug.Utilities.PhysicsComponent2Dinlineprotectedvirtual
InternalRaycast(Vector3 origin, Vector3 castDisplacement, int layerMask, bool ignoreTriggers, bool allowOverlaps) (defined in Lightbug.Utilities.PhysicsComponent2D)Lightbug.Utilities.PhysicsComponent2Dinlineprotectedvirtual
InternalSphereCast(Vector3 center, float radius, Vector3 castDisplacement, int layerMask, bool ignoreTriggers, bool allowOverlaps) (defined in Lightbug.Utilities.PhysicsComponent2D)Lightbug.Utilities.PhysicsComponent2Dinlineprotectedvirtual
OverlapBox(Vector3 center, Vector3 size, Quaternion orientation, in HitInfoFilter filter, HitFilterDelegate hitFilter=null)Lightbug.Utilities.PhysicsComponentinline
OverlapCapsule(Vector3 bottom, Vector3 top, float radius, in HitInfoFilter filter, HitFilterDelegate hitFilter=null)Lightbug.Utilities.PhysicsComponentinline
OverlapSphere(Vector3 center, float radius, in HitInfoFilter filter, HitFilterDelegate hitFilter=null)Lightbug.Utilities.PhysicsComponentinline
Raycast(out HitInfo hitInfo, Vector3 origin, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null)Lightbug.Utilities.PhysicsComponentinline
Raycast(Vector3 origin, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null)Lightbug.Utilities.PhysicsComponentinline
RigidbodyLightbug.Utilities.PhysicsComponent2D
SphereCast(out HitInfo hitInfo, Vector3 center, float radius, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null)Lightbug.Utilities.PhysicsComponentinline
SphereCast(Vector3 center, float radius, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null)Lightbug.Utilities.PhysicsComponentinline
Start() (defined in Lightbug.Utilities.PhysicsComponent2D)Lightbug.Utilities.PhysicsComponent2Dinlineprotectedvirtual
TriggersLightbug.Utilities.PhysicsComponent
wasKinematic (defined in Lightbug.Utilities.PhysicsComponent)Lightbug.Utilities.PhysicsComponentprotected