| PhysicsScene2D get_defaultPhysicsScene() | PublicStatic+1 flags | | 0x04 |
| bool get_queriesHitTriggers() | PublicStatic+1 flags | | 0x01 |
| void set_simulationMode(const SimulationMode2D& value) | PublicStatic+1 flags | | 0x04 |
| bool Simulate(float step) | PublicStatic | | 0x04 |
| bool Simulate_Internal(const PhysicsScene2D& physicsScene, float step) | Static+1 flags | | 0x04 |
| void SyncTransforms() | PublicStatic | | 0x00 |
| RaycastHit2D Linecast(const Vector2& start, const Vector2& end, int layerMask) | PublicStatic | | 0x24 |
| RaycastHit2D Raycast(const Vector2& origin, const Vector2& direction) | PublicStatic | | 0x24 |
| RaycastHit2D Raycast(const Vector2& origin, const Vector2& direction, float distance) | PublicStatic | | 0x24 |
| RaycastHit2D Raycast(const Vector2& origin, const Vector2& direction, float distance, int layerMask) | PublicStatic | | 0x24 |
| RaycastHit2D Raycast(const Vector2& origin, const Vector2& direction, float distance, int layerMask, float minDepth) | PublicStatic | | 0x24 |
| RaycastHit2D Raycast(const Vector2& origin, const Vector2& direction, float distance, int layerMask, float minDepth, float maxDepth) | PublicStatic | | 0x24 |
| int Raycast(const Vector2& origin, const Vector2& direction, const ContactFilter2D& contactFilter, const RaycastHit2D[]& results) | PublicStatic | | 0x1C |
| int Raycast(const Vector2& origin, const Vector2& direction, const ContactFilter2D& contactFilter, const RaycastHit2D[]& results, float distance) | PublicStatic | | 0x1C |
| int Raycast(const Vector2& origin, const Vector2& direction, const ContactFilter2D& contactFilter, List<UnityEngine.RaycastHit2D> results, float distance) | PublicStatic | | 0x1C |
| RaycastHit2D[] RaycastAll(const Vector2& origin, const Vector2& direction, float distance, int layerMask) | PublicStatic | | 0x08 |
| RaycastHit2D[] RaycastAll_Internal(const PhysicsScene2D& physicsScene, const Vector2& origin, const Vector2& direction, float distance, const ContactFilter2D& contactFilter) | PrivateStatic | | 0x1C |
| RaycastHit2D CircleCast(const Vector2& origin, float radius, const Vector2& direction, float distance, int layerMask) | PublicStatic | | 0x24 |
| RaycastHit2D GetRayIntersection(const Ray& ray, float distance, int layerMask) | PublicStatic | | 0x24 |
| RaycastHit2D[] GetRayIntersectionAll(const Ray& ray) | PublicStatic | | 0x18 |
| RaycastHit2D[] GetRayIntersectionAll(const Ray& ray, float distance) | PublicStatic | | 0x18 |
| RaycastHit2D[] GetRayIntersectionAll(const Ray& ray, float distance, int layerMask) | PublicStatic | | 0x18 |
| RaycastHit2D[] GetRayIntersectionAll_Internal(const PhysicsScene2D& physicsScene, const Vector3& origin, const Vector3& direction, float distance, int layerMask) | PrivateStatic | | 0x0C |
| int GetRayIntersectionNonAlloc(const Ray& ray, const RaycastHit2D[]& results) | PublicStatic | | 0x18 |
| int GetRayIntersectionNonAlloc(const Ray& ray, const RaycastHit2D[]& results, float distance) | PublicStatic | | 0x18 |
| int GetRayIntersectionNonAlloc(const Ray& ray, const RaycastHit2D[]& results, float distance, int layerMask) | PublicStatic | | 0x18 |
| int OverlapPoint(const Vector2& point, const ContactFilter2D& contactFilter, const Collider2D[]& results) | PublicStatic | | 0x1C |
| int OverlapCircle(const Vector2& point, float radius, const ContactFilter2D& contactFilter, const Collider2D[]& results) | PublicStatic | | 0x1C |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |
| bool Simulate_Internal_Injected(ref PhysicsScene2D& physicsScene, float step) | PrivateStatic | | 0x04 |
| RaycastHit2D[] RaycastAll_Internal_Injected(ref PhysicsScene2D& physicsScene, ref Vector2& origin, ref Vector2& direction, float distance, ref ContactFilter2D& contactFilter) | PrivateStatic | | 0x1C |
| RaycastHit2D[] GetRayIntersectionAll_Internal_Injected(ref PhysicsScene2D& physicsScene, ref Vector3& origin, ref Vector3& direction, float distance, int layerMask) | PrivateStatic | | 0x0C |