| void OnSceneContactModify(const PhysicsScene& scene, long buffer, int count, bool isCCD) | PrivateStatic | | 0x08 |
| void PhysXOnSceneContactModify(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 |
| void set_defaultContactOffset(float value) | PublicStatic+1 flags | | 0x04 |
| void set_sleepThreshold(float value) | PublicStatic+1 flags | | 0x04 |
| void set_queriesHitTriggers(bool value) | PublicStatic+1 flags | | 0x01 |
| bool get_queriesHitBackfaces() | PublicStatic+1 flags | | 0x01 |
| void set_queriesHitBackfaces(bool value) | PublicStatic+1 flags | | 0x01 |
| void set_bounceThreshold(float value) | PublicStatic+1 flags | | 0x04 |
| void set_defaultSolverIterations(int value) | PublicStatic+1 flags | | 0x04 |
| void set_defaultSolverVelocityIterations(int value) | PublicStatic+1 flags | | 0x04 |
| bool get_invokeCollisionCallbacks() | PublicStatic+1 flags | | 0x01 |
| PhysicsScene get_defaultPhysicsScene() | PublicStatic+1 flags | | 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 SphereCast(const Vector3& origin, float radius, const Vector3& direction, ref RaycastHit& hitInfo, float maxDistance, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | 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 |
| 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 |
| bool get_reuseCollisionCallbacks() | PublicStatic+1 flags | | 0x01 |
| bool Query_ComputePenetration(Collider colliderA, const Vector3& positionA, const Quaternion& rotationA, Collider colliderB, const Vector3& positionB, const Quaternion& rotationB, ref Vector3& direction, ref float& distance) | PrivateStatic | | 0x10 |
| bool ComputePenetration(Collider colliderA, const Vector3& positionA, const Quaternion& rotationA, Collider colliderB, const Vector3& positionB, const Quaternion& rotationB, ref Vector3& direction, ref float& distance) | PublicStatic | | 0x10 |
| int OverlapSphereNonAlloc(const Vector3& position, float radius, const Collider[]& results, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PublicStatic | | 0x0C |
| int OverlapSphereNonAlloc(const Vector3& position, float radius, const Collider[]& results, int layerMask) | PublicStatic | | 0x0C |
| int OverlapSphereNonAlloc(const Vector3& position, float radius, const Collider[]& results) | PublicStatic | | 0x0C |
| int SphereCastNonAlloc(const Vector3& origin, float radius, const Vector3& direction, const RaycastHit[]& results, float maxDistance, 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) | PublicStatic | | 0x10 |
| int OverlapCapsuleNonAlloc(const Vector3& point0, const Vector3& point1, float radius, const Collider[]& results, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PublicStatic | | 0x0C |
| Collider GetColliderByInstanceID(const EntityId& entityId) | Static+1 flags | | 0x08 |
| Component GetBodyByInstanceID(const EntityId& entityId) | 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 | | 0x48 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |
| void get_gravity_Injected(ref Vector3& ret) | PrivateStatic | | 0x0C |
| void set_gravity_Injected(ref Vector3& value) | PrivateStatic | | 0x0C |
| void Internal_RaycastAll_Injected(ref PhysicsScene& physicsScene, ref Ray& ray, float maxDistance, int mask, const QueryTriggerInteraction& queryTriggerInteraction, ref BlittableArrayWrapper& ret) | PrivateStatic | | 0x18 |
| Collider[] OverlapSphere_Internal_Injected(ref PhysicsScene& physicsScene, ref Vector3& position, float radius, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PrivateStatic | | 0x0C |
| bool Query_ComputePenetration_Injected(long colliderA, ref Vector3& positionA, ref Quaternion& rotationA, long colliderB, ref Vector3& positionB, ref Quaternion& rotationB, ref Vector3& direction, ref float& distance) | PrivateStatic | | 0x10 |
| Collider[] OverlapBox_Internal_Injected(ref PhysicsScene& physicsScene, ref Vector3& center, ref Vector3& halfExtents, ref Quaternion& orientation, int layerMask, const QueryTriggerInteraction& queryTriggerInteraction) | PrivateStatic | | 0x10 |
| long GetColliderByInstanceID_Injected(ref EntityId& entityId) | PrivateStatic | | 0x08 |
| long GetBodyByInstanceID_Injected(ref EntityId& entityId) | PrivateStatic | | 0x08 |
| void SendOnCollisionEnter_Injected(long component, Collision collision) | PrivateStatic | | 0x08 |
| void SendOnCollisionStay_Injected(long component, Collision collision) | PrivateStatic | | 0x08 |
| void SendOnCollisionExit_Injected(long component, Collision collision) | PrivateStatic | | 0x08 |