| void OnSceneContactModify(const PhysicsScene& scene, long buffer, int count, bool isCCD) | PrivateStatic | | 0x08 |
| Vector3 get_gravity() | PublicStatic+1 flags | | 0x0C |
| void set_gravity(const Vector3& value) | PublicStatic+1 flags | | 0x0C |
| SimulationMode get_simulationMode() | PublicStatic+1 flags | | 0x04 |
| void set_simulationMode(const SimulationMode& value) | PublicStatic+1 flags | | 0x04 |
| bool get_invokeCollisionCallbacks() | PublicStatic+1 flags | | 0x01 |
| PhysicsScene get_defaultPhysicsScene() | PublicStatic+1 flags | | 0x04 |
| void IgnoreCollision(Collider collider1, Collider collider2, bool ignore) | PublicStatic | | 0x08 |
| void IgnoreCollision(Collider collider1, Collider collider2) | PublicStatic | | 0x08 |
| bool Raycast(const Vector3& origin, const Vector3& direction, float maxDistance, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PublicStatic | | 0x0C |
| bool Raycast(const Vector3& origin, const Vector3& direction, float maxDistance, int layerMask) | PublicStatic | | 0x0C |
| bool Raycast(const Vector3& origin, const Vector3& direction, float maxDistance) | PublicStatic | | 0x0C |
| bool Raycast(const Vector3& origin, const Vector3& direction) | PublicStatic | | 0x0C |
| bool Raycast(const Vector3& origin, const Vector3& direction, ref RaycastHit& hitInfo, float maxDistance, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PublicStatic | | 0x2C |
| bool Raycast(const Vector3& origin, const Vector3& direction, ref RaycastHit& hitInfo, float maxDistance, int layerMask) | PublicStatic | | 0x2C |
| bool Raycast(const Vector3& origin, const Vector3& direction, ref RaycastHit& hitInfo, float maxDistance) | PublicStatic | | 0x2C |
| bool Raycast(const Vector3& origin, const Vector3& direction, ref RaycastHit& hitInfo) | PublicStatic | | 0x2C |
| bool Raycast(const Ray& ray, float maxDistance, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PublicStatic | | 0x18 |
| bool Raycast(const Ray& ray, float maxDistance, int layerMask) | PublicStatic | | 0x18 |
| bool Raycast(const Ray& ray, float maxDistance) | PublicStatic | | 0x18 |
| bool Raycast(const Ray& ray) | PublicStatic | | 0x18 |
| bool Raycast(const Ray& ray, ref RaycastHit& hitInfo, float maxDistance, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PublicStatic | | 0x2C |
| bool Raycast(const Ray& ray, ref RaycastHit& hitInfo, float maxDistance, int layerMask) | PublicStatic | | 0x2C |
| bool Raycast(const Ray& ray, ref RaycastHit& hitInfo, float maxDistance) | PublicStatic | | 0x2C |
| bool Raycast(const Ray& ray, ref RaycastHit& hitInfo) | PublicStatic | | 0x2C |
| bool Linecast(const Vector3& start, const Vector3& end, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PublicStatic | | 0x0C |
| bool Linecast(const Vector3& start, const Vector3& end, int layerMask) | PublicStatic | | 0x0C |
| bool Linecast(const Vector3& start, const Vector3& end, ref RaycastHit& hitInfo, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PublicStatic | | 0x2C |
| bool Linecast(const Vector3& start, const Vector3& end, ref RaycastHit& hitInfo, int layerMask) | PublicStatic | | 0x2C |
| bool Linecast(const Vector3& start, const Vector3& end, ref RaycastHit& hitInfo) | PublicStatic | | 0x2C |
| bool CapsuleCast(const Vector3& point1, const Vector3& point2, float radius, const Vector3& direction, ref RaycastHit& hitInfo, float maxDistance, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PublicStatic | | 0x2C |
| bool SphereCast(const Vector3& origin, float radius, const Vector3& direction, ref RaycastHit& hitInfo, float maxDistance, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PublicStatic | | 0x2C |
| bool SphereCast(const Vector3& origin, float radius, const Vector3& direction, ref RaycastHit& hitInfo, float maxDistance, int layerMask) | PublicStatic | | 0x2C |
| bool SphereCast(const Ray& ray, float radius, float maxDistance, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PublicStatic | | 0x18 |
| bool SphereCast(const Ray& ray, float radius, float maxDistance, int layerMask) | PublicStatic | | 0x18 |
| bool SphereCast(const Ray& ray, float radius, ref RaycastHit& hitInfo, float maxDistance, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PublicStatic | | 0x2C |
| bool SphereCast(const Ray& ray, float radius, ref RaycastHit& hitInfo, float maxDistance, int layerMask) | PublicStatic | | 0x2C |
| RaycastHit[] Internal_RaycastAll(const PhysicsScene& physicsScene, const Ray& ray, float maxDistance, int mask, const QueryTriggerInteraction& queryTriggerInteraction) | PrivateStatic | | 0x18 |
| RaycastHit[] RaycastAll(const Vector3& origin, const Vector3& direction, float maxDistance, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PublicStatic | | 0x0C |
| RaycastHit[] RaycastAll(const Vector3& origin, const Vector3& direction, float maxDistance, int layerMask) | PublicStatic | | 0x0C |
| RaycastHit[] RaycastAll(const Vector3& origin, const Vector3& direction, float maxDistance) | PublicStatic | | 0x0C |
| RaycastHit[] RaycastAll(const Vector3& origin, const Vector3& direction) | PublicStatic | | 0x0C |
| RaycastHit[] RaycastAll(const Ray& ray, float maxDistance, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PublicStatic | | 0x18 |
| RaycastHit[] RaycastAll(const Ray& ray, float maxDistance, int layerMask) | PublicStatic | | 0x18 |
| RaycastHit[] RaycastAll(const Ray& ray, float maxDistance) | PublicStatic | | 0x18 |
| RaycastHit[] RaycastAll(const Ray& ray) | PublicStatic | | 0x18 |
| int RaycastNonAlloc(const Ray& ray, const RaycastHit[]& results, float maxDistance, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PublicStatic | | 0x18 |
| int RaycastNonAlloc(const Ray& ray, const RaycastHit[]& results, float maxDistance, int layerMask) | PublicStatic | | 0x18 |
| int RaycastNonAlloc(const Ray& ray, const RaycastHit[]& results, float maxDistance) | PublicStatic | | 0x18 |
| int RaycastNonAlloc(const Ray& ray, const RaycastHit[]& results) | PublicStatic | | 0x18 |
| int RaycastNonAlloc(const Vector3& origin, const Vector3& direction, const RaycastHit[]& results, float maxDistance, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PublicStatic | | 0x0C |
| int RaycastNonAlloc(const Vector3& origin, const Vector3& direction, const RaycastHit[]& results, float maxDistance, int layerMask) | PublicStatic | | 0x0C |
| int RaycastNonAlloc(const Vector3& origin, const Vector3& direction, const RaycastHit[]& results, float maxDistance) | PublicStatic | | 0x0C |
| int RaycastNonAlloc(const Vector3& origin, const Vector3& direction, const RaycastHit[]& results) | PublicStatic | | 0x0C |
| RaycastHit[] Query_SphereCastAll(const PhysicsScene& physicsScene, const Vector3& origin, float radius, const Vector3& direction, float maxDistance, int mask, const QueryTriggerInteraction& queryTriggerInteraction) | PrivateStatic | | 0x0C |
| RaycastHit[] SphereCastAll(const Vector3& origin, float radius, const Vector3& direction, float maxDistance, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PublicStatic | | 0x0C |
| RaycastHit[] SphereCastAll(const Vector3& origin, float radius, const Vector3& direction, float maxDistance, int layerMask) | PublicStatic | | 0x0C |
| RaycastHit[] SphereCastAll(const Ray& ray, float radius, float maxDistance, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PublicStatic | | 0x18 |
| RaycastHit[] SphereCastAll(const Ray& ray, float radius, float maxDistance, int layerMask) | PublicStatic | | 0x18 |
| Collider[] OverlapSphere_Internal(const PhysicsScene& physicsScene, const Vector3& position, float radius, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PrivateStatic | | 0x0C |
| Collider[] OverlapSphere(const Vector3& position, float radius, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PublicStatic | | 0x0C |
| Collider[] OverlapSphere(const Vector3& position, float radius, int layerMask) | PublicStatic | | 0x0C |
| Collider[] OverlapSphere(const Vector3& position, float radius) | PublicStatic | | 0x0C |
| void Simulate_Internal(const PhysicsScene& physicsScene, float step) | Static+1 flags | | 0x04 |
| void Simulate(float step) | PublicStatic | | 0x04 |
| void SyncTransforms() | PublicStatic | | 0x00 |
| void set_autoSyncTransforms(bool value) | PublicStatic+1 flags | | 0x01 |
| bool get_reuseCollisionCallbacks() | PublicStatic+1 flags | | 0x01 |
| bool CheckSphere_Internal(const PhysicsScene& physicsScene, const Vector3& position, float radius, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PrivateStatic | | 0x0C |
| bool CheckSphere(const Vector3& position, float radius, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PublicStatic | | 0x0C |
| bool CheckSphere(const Vector3& position, float radius, int layerMask) | PublicStatic | | 0x0C |
| bool CheckCapsule_Internal(const PhysicsScene& physicsScene, const Vector3& start, const Vector3& end, float radius, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PrivateStatic | | 0x0C |
| bool CheckCapsule(const Vector3& start, const Vector3& end, float radius, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PublicStatic | | 0x0C |
| Collider[] OverlapBox_Internal(const PhysicsScene& physicsScene, const Vector3& center, const Vector3& halfExtents, const Quaternion& orientation, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PrivateStatic | | 0x10 |
| Collider[] OverlapBox(const Vector3& center, const Vector3& halfExtents, const Quaternion& orientation, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PublicStatic | | 0x10 |
| Collider[] OverlapBox(const Vector3& center, const Vector3& halfExtents, const Quaternion& orientation, int layerMask) | PublicStatic | | 0x10 |
| void BakeMesh(int meshID, bool convex, const MeshColliderCookingOptions& cookingOptions) | PublicStatic | | 0x04 |
| void BakeMesh(int meshID, bool convex) | PublicStatic | | 0x04 |
| Collider GetColliderByInstanceID(int instanceID) | Static+1 flags | | 0x08 |
| Component GetBodyByInstanceID(int instanceID) | Static+1 flags | | 0x08 |
| void SendOnCollisionEnter(Component component, Collision collision) | PrivateStatic | | 0x08 |
| void SendOnCollisionStay(Component component, Collision collision) | PrivateStatic | | 0x08 |
| void SendOnCollisionExit(Component component, Collision collision) | PrivateStatic | | 0x08 |
| void OnSceneContact(const PhysicsScene& scene, long buffer, int count) | PrivateStatic | | 0x08 |
| void ReportContacts(const ReadOnly<UnityEngine.ContactPairHeader>& array) | PrivateStatic | | 0x10 |
| Collision GetCollisionToReport(ref ContactPairHeader& header, ref ContactPair& pair, bool flipped) | PrivateStatic | | 0x28 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |
| void get_gravity_Injected(ref Vector3& ret) | PrivateStatic+1 flags | | 0x0C |
| void set_gravity_Injected(ref Vector3& value) | PrivateStatic+1 flags | | 0x0C |
| void get_defaultPhysicsScene_Injected(ref PhysicsScene& ret) | PrivateStatic+1 flags | | 0x04 |
| RaycastHit[] Internal_RaycastAll_Injected(ref PhysicsScene& physicsScene, ref Ray& ray, float maxDistance, int mask, const QueryTriggerInteraction& queryTriggerInteraction) | PrivateStatic | | 0x18 |
| RaycastHit[] Query_SphereCastAll_Injected(ref PhysicsScene& physicsScene, ref Vector3& origin, float radius, ref Vector3& direction, float maxDistance, int mask, const QueryTriggerInteraction& queryTriggerInteraction) | PrivateStatic | | 0x0C |
| Collider[] OverlapSphere_Internal_Injected(ref PhysicsScene& physicsScene, ref Vector3& position, float radius, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PrivateStatic | | 0x0C |
| void Simulate_Internal_Injected(ref PhysicsScene& physicsScene, float step) | PrivateStatic | | 0x04 |
| bool CheckSphere_Internal_Injected(ref PhysicsScene& physicsScene, ref Vector3& position, float radius, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PrivateStatic | | 0x0C |
| bool CheckCapsule_Internal_Injected(ref PhysicsScene& physicsScene, ref Vector3& start, ref Vector3& end, float radius, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PrivateStatic | | 0x0C |
| Collider[] OverlapBox_Internal_Injected(ref PhysicsScene& physicsScene, ref Vector3& center, ref Vector3& halfExtents, ref Quaternion& orientation, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PrivateStatic | | 0x10 |