| PhysicsScene2D get_defaultPhysicsScene() | PublicStatic+1 flags | | 0x04 |
| Vector2 get_gravity() | PublicStatic+1 flags | | 0x08 |
| bool get_queriesHitTriggers() | PublicStatic+1 flags | | 0x01 |
| Vector2 ClosestPoint(const Vector2& position, Rigidbody2D rigidbody) | PublicStatic | | 0x08 |
| Vector2 ClosestPoint_Rigidbody(const Vector2& position, Rigidbody2D rigidbody) | PrivateStatic | | 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 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 |
| int GetContacts(Rigidbody2D rigidbody, const ContactFilter2D& contactFilter, const ContactPoint2D[]& contacts) | PublicStatic | | 0x1C |
| int GetContacts(Rigidbody2D rigidbody, const ContactFilter2D& contactFilter, const Collider2D[]& colliders) | PublicStatic | | 0x1C |
| int GetRigidbodyContactsArray(Rigidbody2D rigidbody, const ContactFilter2D& contactFilter, const ContactPoint2D[]& results) | PrivateStatic | | 0x1C |
| int GetRigidbodyContactsCollidersOnlyArray(Rigidbody2D rigidbody, const ContactFilter2D& contactFilter, const Collider2D[]& results) | PrivateStatic | | 0x1C |
| int GetContacts(Rigidbody2D rigidbody, const ContactFilter2D& contactFilter, List<UnityEngine.ContactPoint2D> contacts) | PublicStatic | | 0x1C |
| int GetContacts(Rigidbody2D rigidbody, const ContactFilter2D& contactFilter, List<UnityEngine.Collider2D> colliders) | PublicStatic | | 0x1C |
| int GetRigidbodyContactsList(Rigidbody2D rigidbody, const ContactFilter2D& contactFilter, List<UnityEngine.ContactPoint2D> results) | PrivateStatic | | 0x1C |
| int GetRigidbodyContactsCollidersOnlyList(Rigidbody2D rigidbody, const ContactFilter2D& contactFilter, List<UnityEngine.Collider2D> results) | 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 get_gravity_Injected(ref Vector2& ret) | PrivateStatic | | 0x08 |
| void ClosestPoint_Rigidbody_Injected(ref Vector2& position, long rigidbody, ref Vector2& ret) | PrivateStatic | | 0x08 |
| void GetRayIntersectionAll_Internal_Injected(ref PhysicsScene2D& physicsScene, ref Vector3& origin, ref Vector3& direction, float distance, int layerMask, ref BlittableArrayWrapper& ret) | PrivateStatic | | 0x10 |
| int GetRigidbodyContactsArray_Injected(long rigidbody, ref ContactFilter2D& contactFilter, ref ManagedSpanWrapper& results) | PrivateStatic | | 0x1C |
| int GetRigidbodyContactsCollidersOnlyArray_Injected(long rigidbody, ref ContactFilter2D& contactFilter, const Collider2D[]& results) | PrivateStatic | | 0x1C |
| int GetRigidbodyContactsList_Injected(long rigidbody, ref ContactFilter2D& contactFilter, ref BlittableListWrapper& results) | PrivateStatic | | 0x1C |
| int GetRigidbodyContactsCollidersOnlyList_Injected(long rigidbody, ref ContactFilter2D& contactFilter, List<UnityEngine.Collider2D> results) | PrivateStatic | | 0x1C |