| AddExplosionForce(float explosionForce, Vector3 explosionPosition, float explosionRadius, float upwardsModifier=0f) | Lightbug.Utilities.RigidbodyComponent | inline |
| AddExplosionForceToRigidbody(float explosionForce, Vector3 explosionPosition, float explosionRadius, float upwardsModifier=0) (defined in Lightbug.Utilities.RigidbodyComponent3D) | Lightbug.Utilities.RigidbodyComponent3D | virtual |
| AddForce(Vector3 force, bool ignoreMass=false, bool useImpulse=false) | Lightbug.Utilities.RigidbodyComponent | inline |
| AddForceToRigidbody(Vector3 force, ForceMode forceMode=ForceMode.Force) (defined in Lightbug.Utilities.RigidbodyComponent3D) | Lightbug.Utilities.RigidbodyComponent3D | virtual |
| AddTorque(Vector3 torque, bool ignoreMass=false) | Lightbug.Utilities.RigidbodyComponent | inline |
| AngularDrag (defined in Lightbug.Utilities.RigidbodyComponent3D) | Lightbug.Utilities.RigidbodyComponent3D | |
| AngularVelocity (defined in Lightbug.Utilities.RigidbodyComponent3D) | Lightbug.Utilities.RigidbodyComponent3D | |
| Awake() (defined in Lightbug.Utilities.RigidbodyComponent3D) | Lightbug.Utilities.RigidbodyComponent3D | inlineprotectedvirtual |
| Constraints (defined in Lightbug.Utilities.RigidbodyComponent3D) | Lightbug.Utilities.RigidbodyComponent3D | |
| ContinuousCollisionDetection (defined in Lightbug.Utilities.RigidbodyComponent3D) | Lightbug.Utilities.RigidbodyComponent3D | |
| CreateInstance(GameObject gameObject) (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | inlinestatic |
| GetPointVelocity(Vector3 point) | Lightbug.Utilities.RigidbodyComponent3D | virtual |
| Interpolate(Vector3 position) | Lightbug.Utilities.RigidbodyComponent3D | virtual |
| Interpolate(Quaternion rotation) | Lightbug.Utilities.RigidbodyComponent3D | virtual |
| Lightbug::Utilities::RigidbodyComponent.Interpolate(Vector3 position, Quaternion rotation) | Lightbug.Utilities.RigidbodyComponent | inline |
| InvokeOnBodyTypeChangeEvent() (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | protected |
| Is2D (defined in Lightbug.Utilities.RigidbodyComponent3D) | Lightbug.Utilities.RigidbodyComponent3D | |
| IsKinematic (defined in Lightbug.Utilities.RigidbodyComponent3D) | Lightbug.Utilities.RigidbodyComponent3D | |
| IsUsingContinuousCollisionDetection (defined in Lightbug.Utilities.RigidbodyComponent3D) | Lightbug.Utilities.RigidbodyComponent3D | protected |
| LinearDrag (defined in Lightbug.Utilities.RigidbodyComponent3D) | Lightbug.Utilities.RigidbodyComponent3D | |
| Mass (defined in Lightbug.Utilities.RigidbodyComponent3D) | Lightbug.Utilities.RigidbodyComponent3D | |
| Move(Vector3 position) | Lightbug.Utilities.RigidbodyComponent | inline |
| MoveAndRotate(Vector3 position, Quaternion rotation) | Lightbug.Utilities.RigidbodyComponent | inline |
| OnBodyTypeChange (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | |
| Position (defined in Lightbug.Utilities.RigidbodyComponent3D) | Lightbug.Utilities.RigidbodyComponent3D | |
| previousContinuousCollisionDetection (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | protected |
| Rotate(Quaternion rotation) | Lightbug.Utilities.RigidbodyComponent | inline |
| Rotation (defined in Lightbug.Utilities.RigidbodyComponent3D) | Lightbug.Utilities.RigidbodyComponent3D | |
| SetPositionAndRotation(Vector3 position, Quaternion rotation) | Lightbug.Utilities.RigidbodyComponent | inline |
| Sweep(Vector3 position, Vector3 direction, float distance) (defined in Lightbug.Utilities.RigidbodyComponent3D) | Lightbug.Utilities.RigidbodyComponent3D | inlinevirtual |
| UseGravity (defined in Lightbug.Utilities.RigidbodyComponent3D) | Lightbug.Utilities.RigidbodyComponent3D | |
| UseInterpolation (defined in Lightbug.Utilities.RigidbodyComponent3D) | Lightbug.Utilities.RigidbodyComponent3D | |
| Velocity (defined in Lightbug.Utilities.RigidbodyComponent3D) | Lightbug.Utilities.RigidbodyComponent3D | |