0x00x0010
Members 1
| Offset | Size | Name | Type | Flags | Default |
|---|---|---|---|---|---|
| 0x08 | m_LastDisabledRigidbody2D | List<UnityEngine.Rigidbody2D> | PrivateStatic | — |
Functions 30
| Signature | Flags | Native | Params |
|---|---|---|---|
| PhysicsScene2D get_defaultPhysicsScene() | PublicStatic+1 flags | 0x04 | |
| void set_gravity(const Vector2& value) | PublicStatic+1 flags | 0x08 | |
| bool get_queriesHitTriggers() | PublicStatic+1 flags | 0x01 | |
| int RaycastNonAlloc(const Vector2& origin, const Vector2& direction, const RaycastHit2D[]& results, float distance, int layerMask) | PublicStatic | 0x08 | |
| 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 BoxCast(const Vector2& origin, const Vector2& size, float angle, 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, float distance, int layerMask) | PublicStatic | 0x18 | |
| Collider2D[] OverlapCircleAll(const Vector2& point, float radius, int layerMask) | PublicStatic | 0x08 | |
| Collider2D[] OverlapCircleAll_Internal(const PhysicsScene2D& physicsScene, const Vector2& point, float radius, const ContactFilter2D& contactFilter) | PrivateStatic | 0x1C | |
| int GetRayIntersectionNonAlloc(const Ray& ray, const RaycastHit2D[]& results) | PublicStatic | 0x18 | |
| int GetRayIntersectionNonAlloc(const Ray& ray, const RaycastHit2D[]& results, float distance) | PublicStatic | 0x18 | |
| void .cctor() | PrivateStatic+1 flags | 0x00 | |
| void set_gravity_Injected(ref Vector2& value) | PrivateStatic | 0x08 | |
| void RaycastAll_Internal_Injected(ref PhysicsScene2D& physicsScene, ref Vector2& origin, ref Vector2& direction, float distance, ref ContactFilter2D& contactFilter, ref BlittableArrayWrapper& ret) | PrivateStatic | 0x1C | |
| void GetRayIntersectionAll_Internal_Injected(ref PhysicsScene2D& physicsScene, ref Vector3& origin, ref Vector3& direction, float distance, int layerMask, ref BlittableArrayWrapper& ret) | PrivateStatic | 0x10 | |
| Collider2D[] OverlapCircleAll_Internal_Injected(ref PhysicsScene2D& physicsScene, ref Vector2& point, float radius, ref ContactFilter2D& contactFilter) | PrivateStatic | 0x1C |