| 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 |
| bool get_invokeCollisionCallbacks() | PublicStatic+1 flags | | 0x01 |
| PhysicsScene get_defaultPhysicsScene() | PublicStatic+1 flags | | 0x04 |
| 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 |
| 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 |
| bool get_reuseCollisionCallbacks() | PublicStatic+1 flags | | 0x01 |
| 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_defaultPhysicsScene_Injected(ref PhysicsScene& ret) | PrivateStatic | | 0x04 |
| void Internal_RaycastAll_Injected(ref PhysicsScene& physicsScene, ref Ray& ray, float maxDistance, int mask, const QueryTriggerInteraction& queryTriggerInteraction, ref BlittableArrayWrapper& ret) | PrivateStatic | | 0x18 |
| long GetColliderByInstanceID_Injected(int instanceID) | PrivateStatic | | 0x08 |
| long GetBodyByInstanceID_Injected(int instanceID) | 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 |