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override void | IgnoreCollision (in HitInfo hitInfo, bool ignore) |
| Ignores the collision between this object and some other collider. More...
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override void | IgnoreCollision (Transform otherTransform, bool ignore) |
| Ignores the collision between this object and some other collider. More...
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void | IgnoreCollision (Collider collider, bool ignore) |
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void | IgnoreCollision (Collider collider, bool ignore, int layerMask) |
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override void | IgnoreLayerCollision (int targetLayer, bool ignore) |
| Ignores the collision between this object and a layer. More...
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override void | IgnoreLayerMaskCollision (LayerMask layerMask, bool ignore) |
| Ignores the collision between this object and a layer mask. More...
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override bool | CheckCollisionsWith (GameObject gameObject) |
| Returns true if collisions between this collider and the target GameObject is valid at the physics simulation level. More...
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abstract void | IgnoreCollision (in HitInfo hitInfo, bool ignore) |
| Ignores the collision between this object and some other collider. More...
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abstract void | IgnoreCollision (Transform otherTransform, bool ignore) |
| Ignores the collision between this object and some other collider. More...
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abstract void | IgnoreLayerCollision (int targetLayer, bool ignore) |
| Ignores the collision between this object and a layer. More...
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abstract void | IgnoreLayerMaskCollision (LayerMask layerMask, bool ignore) |
| Ignores the collision between this object and a layer mask. More...
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void | ClearContacts () |
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abstract bool | CheckCollisionsWith (GameObject gameObject) |
| Returns true if collisions between this collider and the target GameObject is valid at the physics simulation level. More...
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int | Raycast (out HitInfo hitInfo, Vector3 origin, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null) |
| Performs a Raycast and gets the closest valid hit.
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List< HitInfo > | Raycast (Vector3 origin, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null) |
| Performs a Raycast and gets all the valid hits.
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int | SphereCast (out HitInfo hitInfo, Vector3 center, float radius, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null) |
| Performs a SphereCast and gets the closest valid hit.
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List< HitInfo > | SphereCast (Vector3 center, float radius, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null) |
| Performs a SphereCast and gets all the valid hits.
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int | CapsuleCast (out HitInfo hitInfo, Vector3 bottom, Vector3 top, float radius, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null) |
| Performs a CapsuleCast and gets the closest valid hit.
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List< HitInfo > | CapsuleCast (Vector3 bottom, Vector3 top, float radius, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null) |
| Performs a CapsuleCast and gets all the valid hits.
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int | BoxCast (out HitInfo hitInfo, Vector3 center, Vector3 size, Vector3 castDisplacement, Quaternion orientation, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null) |
| Performs a BoxCast and gets the closest valid hit.
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List< HitInfo > | BoxCast (Vector3 center, Vector3 size, Vector3 castDisplacement, Quaternion orientation, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null) |
| Performs a BoxCast and gets all the valid hits.
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bool | OverlapSphere (Vector3 center, float radius, in HitInfoFilter filter, HitFilterDelegate hitFilter=null) |
| Performs an OverlapSphere and returns true if any of the results is valid.
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bool | OverlapCapsule (Vector3 bottom, Vector3 top, float radius, in HitInfoFilter filter, HitFilterDelegate hitFilter=null) |
| Performs an OverlapCapsule and returns true if any of the results is valid.
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bool | OverlapBox (Vector3 center, Vector3 size, Quaternion orientation, in HitInfoFilter filter, HitFilterDelegate hitFilter=null) |
| Performs an OverlapBox and returns true if any of the results is valid.
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override void | Awake () |
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override void | Start () |
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override LayerMask | GetCollisionLayerMask () |
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override int | InternalRaycast (Vector3 origin, Vector3 castDisplacement, int layerMask, bool ignoreTriggers, bool allowOverlaps) |
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override int | InternalSphereCast (Vector3 center, float radius, Vector3 castDisplacement, int layerMask, bool ignoreTriggers, bool allowOverlaps) |
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override int | InternalCapsuleCast (Vector3 bottom, Vector3 top, float radius, Vector3 castDisplacement, int layerMask, bool ignoreTriggers, bool allowOverlaps) |
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override int | InternalBoxCast (Vector3 center, Vector3 size, Vector3 castDisplacement, Quaternion orientation, int layerMask, bool ignoreTriggers, bool allowOverlaps) |
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override int | InternalOverlapSphere (Vector3 center, float radius, int layerMask, bool ignoreTriggers) |
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override int | InternalOverlapCapsule (Vector3 bottom, Vector3 top, float radius, int layerMask, bool ignoreTriggers) |
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override int | InternalOverlapBox (Vector3 center, Vector3 size, Quaternion orientation, int layerMask, bool ignoreTriggers) |
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override int | FilterOverlaps (int overlaps, LayerMask ignoredLayerMask, HitFilterDelegate hitFilter) |
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override void | GetClosestHit (out HitInfo hitInfo, int hits, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps, HitFilterDelegate hitFilter) |
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override List< HitInfo > | GetAllHits (int hits, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps, HitFilterDelegate hitFilter) |
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abstract LayerMask | GetCollisionLayerMask () |
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abstract int | FilterOverlaps (int overlaps, LayerMask ignoredLayerMask, HitFilterDelegate hitFilter) |
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abstract void | GetClosestHit (out HitInfo hitInfo, int hits, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps, HitFilterDelegate hitFilter) |
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abstract List< HitInfo > | GetAllHits (int hits, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps, HitFilterDelegate hitFilter) |
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abstract int | InternalRaycast (Vector3 origin, Vector3 castDisplacement, int layerMask, bool ignoreTriggers, bool allowOverlaps) |
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abstract int | InternalSphereCast (Vector3 center, float radius, Vector3 castDisplacement, int layerMask, bool ignoreTriggers, bool allowOverlaps) |
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abstract int | InternalCapsuleCast (Vector3 bottom, Vector3 top, float radius, Vector3 castDisplacement, int layerMask, bool ignoreTriggers, bool allowOverlaps) |
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abstract int | InternalBoxCast (Vector3 center, Vector3 size, Vector3 castDisplacement, Quaternion orientation, int layerMask, bool ignoreTriggers, bool allowOverlaps) |
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abstract int | InternalOverlapSphere (Vector3 center, float radius, int layerMask, bool ignoreTriggers) |
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abstract int | InternalOverlapCapsule (Vector3 bottom, Vector3 top, float radius, int layerMask, bool ignoreTriggers) |
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abstract int | InternalOverlapBox (Vector3 center, Vector3 size, Quaternion orientation, int layerMask, bool ignoreTriggers) |
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virtual void | Awake () |
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virtual void | Start () |
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An implementation of a PhysicsComponent for 3D physics.