Zdexby TheHolyOneZ
49,743 classes
Class

Rigidbody

: Component : Object : Object
UnityEngine.Rigidbody, UnityEngine.PhysicsModule 0x0018 (24 B) inherited 0x0018 UnityEngine.PhysicsModule.dll
0x00x0018

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.
Inherited from Object 5
OffsetSizeNameTypeFlagsDefault
—0x04kInstanceID_NoneintPrivateStatic+1 flags8
0x08m_CachedPtrlongPrivate—
0x04OffsetOfInstanceIDInCPlusPlusObjectintStatic+2 flags—
—0x08objectIsNullMessagestringPrivateStatic+1 flags—
—0x08cloneDestroyedMessagestringPrivateStatic+1 flags—

Functions 198

SignatureFlagsNativeParams
Vector3 get_linearVelocity()Public+1 flags0x0C
void set_linearVelocity(const Vector3& value)Public+1 flags0x0C
Vector3 get_angularVelocity()Public+1 flags0x0C
void set_angularVelocity(const Vector3& value)Public+1 flags0x0C
float get_linearDamping()Public+1 flags0x04
void set_linearDamping(float value)Public+1 flags0x04
float get_angularDamping()Public+1 flags0x04
void set_angularDamping(float value)Public+1 flags0x04
float get_mass()Public+1 flags0x04
void set_mass(float value)Public+1 flags0x04
void SetDensity(float density)Public0x04
bool get_useGravity()Public+1 flags0x01
void set_useGravity(bool value)Public+1 flags0x01
float get_maxDepenetrationVelocity()Public+1 flags0x04
void set_maxDepenetrationVelocity(float value)Public+1 flags0x04
bool get_isKinematic()Public+1 flags0x01
void set_isKinematic(bool value)Public+1 flags0x01
bool get_freezeRotation()Public+1 flags0x01
void set_freezeRotation(bool value)Public+1 flags0x01
RigidbodyConstraints get_constraints()Public+1 flags0x04
void set_constraints(const RigidbodyConstraints& value)Public+1 flags0x04
CollisionDetectionMode get_collisionDetectionMode()Public+1 flags0x04
void set_collisionDetectionMode(const CollisionDetectionMode& value)Public+1 flags0x04
bool get_automaticCenterOfMass()Public+1 flags0x01
void set_automaticCenterOfMass(bool value)Public+1 flags0x01
Vector3 get_centerOfMass()Public+1 flags0x0C
void set_centerOfMass(const Vector3& value)Public+1 flags0x0C
Vector3 get_worldCenterOfMass()Public+1 flags0x0C
bool get_automaticInertiaTensor()Public+1 flags0x01
void set_automaticInertiaTensor(bool value)Public+1 flags0x01
Quaternion get_inertiaTensorRotation()Public+1 flags0x10
void set_inertiaTensorRotation(const Quaternion& value)Public+1 flags0x10
Vector3 get_inertiaTensor()Public+1 flags0x0C
void set_inertiaTensor(const Vector3& value)Public+1 flags0x0C
Matrix4x4 get_worldInertiaTensorMatrix()2 flags0x40
bool get_detectCollisions()Public+1 flags0x01
void set_detectCollisions(bool value)Public+1 flags0x01
Vector3 get_position()Public+1 flags0x0C
void set_position(const Vector3& value)Public+1 flags0x0C
Quaternion get_rotation()Public+1 flags0x10
void set_rotation(const Quaternion& value)Public+1 flags0x10
RigidbodyInterpolation get_interpolation()Public+1 flags0x04
void set_interpolation(const RigidbodyInterpolation& value)Public+1 flags0x04
int get_solverIterations()Public+1 flags0x04
void set_solverIterations(int value)Public+1 flags0x04
float get_sleepThreshold()Public+1 flags0x04
void set_sleepThreshold(float value)Public+1 flags0x04
float get_maxAngularVelocity()Public+1 flags0x04
void set_maxAngularVelocity(float value)Public+1 flags0x04
float get_maxLinearVelocity()Public+1 flags0x04
void set_maxLinearVelocity(float value)Public+1 flags0x04
void MovePosition(const Vector3& position)Public0x0C
void MoveRotation(const Quaternion& rot)Public0x10
void Move(const Vector3& position, const Quaternion& rotation)Public0x10
void Sleep()Public0x00
bool IsSleeping()Public0x01
void WakeUp()Public0x00
void ResetCenterOfMass()Public0x00
void ResetInertiaTensor()Public0x00
Vector3 GetRelativePointVelocity(const Vector3& relativePoint)Public0x0C
Vector3 GetPointVelocity(const Vector3& worldPoint)Public0x0C
int get_solverVelocityIterations()Public+1 flags0x04
void set_solverVelocityIterations(int value)Public+1 flags0x04
void PublishTransform()Public0x00
LayerMask get_excludeLayers()Public+1 flags0x04
void set_excludeLayers(const LayerMask& value)Public+1 flags0x04
LayerMask get_includeLayers()Public+1 flags0x04
void set_includeLayers(const LayerMask& value)Public+1 flags0x04
Vector3 GetAccumulatedForce(float step)Public0x0C
Vector3 GetAccumulatedForce()Public0x0C
Vector3 GetAccumulatedTorque(float step)Public0x0C
Vector3 GetAccumulatedTorque()Public0x0C
void AddForce(const Vector3& force, const ForceMode& mode)Public0x0C
void AddForce(const Vector3& force)Public0x0C
void AddForce(float x, float y, float z, const ForceMode& mode)Public0x04
void AddForce(float x, float y, float z)Public0x04
void AddRelativeForce(const Vector3& force, const ForceMode& mode)Public0x0C
void AddRelativeForce(const Vector3& force)Public0x0C
void AddRelativeForce(float x, float y, float z, const ForceMode& mode)Public0x04
void AddRelativeForce(float x, float y, float z)Public0x04
void AddTorque(const Vector3& torque, const ForceMode& mode)Public0x0C
void AddTorque(const Vector3& torque)Public0x0C
void AddTorque(float x, float y, float z, const ForceMode& mode)Public0x04
void AddTorque(float x, float y, float z)Public0x04
void AddRelativeTorque(const Vector3& torque, const ForceMode& mode)Public0x0C
void AddRelativeTorque(const Vector3& torque)Public0x0C
void AddRelativeTorque(float x, float y, float z, const ForceMode& mode)Public0x04
void AddRelativeTorque(float x, float y, float z)Public0x04
void AddForceAtPosition(const Vector3& force, const Vector3& position, const ForceMode& mode)Public0x0C
void AddForceAtPosition(const Vector3& force, const Vector3& position)Public0x0C
void AddExplosionForce(float explosionForce, const Vector3& explosionPosition, float explosionRadius, float upwardsModifier, const ForceMode& mode)Public0x0C
void AddExplosionForce(float explosionForce, const Vector3& explosionPosition, float explosionRadius, float upwardsModifier)Public0x0C
void AddExplosionForce(float explosionForce, const Vector3& explosionPosition, float explosionRadius)Public0x0C
void Internal_ClosestPointOnBounds(const Vector3& point, ref Vector3& outPos, ref float& distance)Private0x0C
Vector3 ClosestPointOnBounds(const Vector3& position)Public0x0C
RaycastHit SweepTest(const Vector3& direction, float maxDistance, const QueryTriggerInteraction& queryTriggerInteraction, ref bool& hasHit)Private0x2C
bool SweepTest(const Vector3& direction, ref RaycastHit& hitInfo, float maxDistance, const QueryTriggerInteraction& queryTriggerInteraction)Public0x2C
bool SweepTest(const Vector3& direction, ref RaycastHit& hitInfo, float maxDistance)Public0x2C
bool SweepTest(const Vector3& direction, ref RaycastHit& hitInfo)Public0x2C
RaycastHit[] Internal_SweepTestAll(const Vector3& direction, float maxDistance, const QueryTriggerInteraction& queryTriggerInteraction)Private0x0C
RaycastHit[] SweepTestAll(const Vector3& direction, float maxDistance, const QueryTriggerInteraction& queryTriggerInteraction)Public0x0C
RaycastHit[] SweepTestAll(const Vector3& direction, float maxDistance)Public0x0C
RaycastHit[] SweepTestAll(const Vector3& direction)Public0x0C
float get_drag()Public+1 flags0x04
void set_drag(float value)Public+1 flags0x04
float get_angularDrag()Public+1 flags0x04
void set_angularDrag(float value)Public+1 flags0x04
Vector3 get_velocity()Public+1 flags0x0C
void set_velocity(const Vector3& value)Public+1 flags0x0C
float get_sleepVelocity()Public+1 flags0x04
void set_sleepVelocity(float value)Public+1 flags0x04
float get_sleepAngularVelocity()Public+1 flags0x04
void set_sleepAngularVelocity(float value)Public+1 flags0x04
void SetMaxAngularVelocity(float a)Public0x04
bool get_useConeFriction()Public+1 flags0x01
void set_useConeFriction(bool value)Public+1 flags0x01
int get_solverIterationCount()Public+1 flags0x04
void set_solverIterationCount(int value)Public+1 flags0x04
int get_solverVelocityIterationCount()Public+1 flags0x04
void set_solverVelocityIterationCount(int value)Public+1 flags0x04
void .ctor()Public+1 flags0x00
void get_linearVelocity_Injected(long _unity_self, ref Vector3& ret)PrivateStatic0x0C
void set_linearVelocity_Injected(long _unity_self, ref Vector3& value)PrivateStatic0x0C
void get_angularVelocity_Injected(long _unity_self, ref Vector3& ret)PrivateStatic0x0C
void set_angularVelocity_Injected(long _unity_self, ref Vector3& value)PrivateStatic0x0C
float get_linearDamping_Injected(long _unity_self)PrivateStatic0x08
void set_linearDamping_Injected(long _unity_self, float value)PrivateStatic0x08
float get_angularDamping_Injected(long _unity_self)PrivateStatic0x08
void set_angularDamping_Injected(long _unity_self, float value)PrivateStatic0x08
float get_mass_Injected(long _unity_self)PrivateStatic0x08
void set_mass_Injected(long _unity_self, float value)PrivateStatic0x08
void SetDensity_Injected(long _unity_self, float density)PrivateStatic0x08
bool get_useGravity_Injected(long _unity_self)PrivateStatic0x08
void set_useGravity_Injected(long _unity_self, bool value)PrivateStatic0x08
float get_maxDepenetrationVelocity_Injected(long _unity_self)PrivateStatic0x08
void set_maxDepenetrationVelocity_Injected(long _unity_self, float value)PrivateStatic0x08
bool get_isKinematic_Injected(long _unity_self)PrivateStatic0x08
void set_isKinematic_Injected(long _unity_self, bool value)PrivateStatic0x08
RigidbodyConstraints get_constraints_Injected(long _unity_self)PrivateStatic0x08
void set_constraints_Injected(long _unity_self, const RigidbodyConstraints& value)PrivateStatic0x08
CollisionDetectionMode get_collisionDetectionMode_Injected(long _unity_self)PrivateStatic0x08
void set_collisionDetectionMode_Injected(long _unity_self, const CollisionDetectionMode& value)PrivateStatic0x08
bool get_automaticCenterOfMass_Injected(long _unity_self)PrivateStatic0x08
void set_automaticCenterOfMass_Injected(long _unity_self, bool value)PrivateStatic0x08
void get_centerOfMass_Injected(long _unity_self, ref Vector3& ret)PrivateStatic0x0C
void set_centerOfMass_Injected(long _unity_self, ref Vector3& value)PrivateStatic0x0C
void get_worldCenterOfMass_Injected(long _unity_self, ref Vector3& ret)PrivateStatic0x0C
bool get_automaticInertiaTensor_Injected(long _unity_self)PrivateStatic0x08
void set_automaticInertiaTensor_Injected(long _unity_self, bool value)PrivateStatic0x08
void get_inertiaTensorRotation_Injected(long _unity_self, ref Quaternion& ret)PrivateStatic0x10
void set_inertiaTensorRotation_Injected(long _unity_self, ref Quaternion& value)PrivateStatic0x10
void get_inertiaTensor_Injected(long _unity_self, ref Vector3& ret)PrivateStatic0x0C
void set_inertiaTensor_Injected(long _unity_self, ref Vector3& value)PrivateStatic0x0C
void get_worldInertiaTensorMatrix_Injected(long _unity_self, ref Matrix4x4& ret)PrivateStatic0x40
bool get_detectCollisions_Injected(long _unity_self)PrivateStatic0x08
void set_detectCollisions_Injected(long _unity_self, bool value)PrivateStatic0x08
void get_position_Injected(long _unity_self, ref Vector3& ret)PrivateStatic0x0C
void set_position_Injected(long _unity_self, ref Vector3& value)PrivateStatic0x0C
void get_rotation_Injected(long _unity_self, ref Quaternion& ret)PrivateStatic0x10
void set_rotation_Injected(long _unity_self, ref Quaternion& value)PrivateStatic0x10
RigidbodyInterpolation get_interpolation_Injected(long _unity_self)PrivateStatic0x08
void set_interpolation_Injected(long _unity_self, const RigidbodyInterpolation& value)PrivateStatic0x08
int get_solverIterations_Injected(long _unity_self)PrivateStatic0x08
void set_solverIterations_Injected(long _unity_self, int value)PrivateStatic0x08
float get_sleepThreshold_Injected(long _unity_self)PrivateStatic0x08
void set_sleepThreshold_Injected(long _unity_self, float value)PrivateStatic0x08
float get_maxAngularVelocity_Injected(long _unity_self)PrivateStatic0x08
void set_maxAngularVelocity_Injected(long _unity_self, float value)PrivateStatic0x08
float get_maxLinearVelocity_Injected(long _unity_self)PrivateStatic0x08
void set_maxLinearVelocity_Injected(long _unity_self, float value)PrivateStatic0x08
void MovePosition_Injected(long _unity_self, ref Vector3& position)PrivateStatic0x0C
void MoveRotation_Injected(long _unity_self, ref Quaternion& rot)PrivateStatic0x10
void Move_Injected(long _unity_self, ref Vector3& position, ref Quaternion& rotation)PrivateStatic0x10
void Sleep_Injected(long _unity_self)PrivateStatic0x08
bool IsSleeping_Injected(long _unity_self)PrivateStatic0x08
void WakeUp_Injected(long _unity_self)PrivateStatic0x08
void ResetCenterOfMass_Injected(long _unity_self)PrivateStatic0x08
void ResetInertiaTensor_Injected(long _unity_self)PrivateStatic0x08
void GetRelativePointVelocity_Injected(long _unity_self, ref Vector3& relativePoint, ref Vector3& ret)PrivateStatic0x0C
void GetPointVelocity_Injected(long _unity_self, ref Vector3& worldPoint, ref Vector3& ret)PrivateStatic0x0C
int get_solverVelocityIterations_Injected(long _unity_self)PrivateStatic0x08
void set_solverVelocityIterations_Injected(long _unity_self, int value)PrivateStatic0x08
void PublishTransform_Injected(long _unity_self)PrivateStatic0x08
void get_excludeLayers_Injected(long _unity_self, ref LayerMask& ret)PrivateStatic0x08
void set_excludeLayers_Injected(long _unity_self, ref LayerMask& value)PrivateStatic0x08
void get_includeLayers_Injected(long _unity_self, ref LayerMask& ret)PrivateStatic0x08
void set_includeLayers_Injected(long _unity_self, ref LayerMask& value)PrivateStatic0x08
void GetAccumulatedForce_Injected(long _unity_self, float step, ref Vector3& ret)PrivateStatic0x0C
void GetAccumulatedTorque_Injected(long _unity_self, float step, ref Vector3& ret)PrivateStatic0x0C
void AddForce_Injected(long _unity_self, ref Vector3& force, const ForceMode& mode)PrivateStatic0x0C
void AddRelativeForce_Injected(long _unity_self, ref Vector3& force, const ForceMode& mode)PrivateStatic0x0C
void AddTorque_Injected(long _unity_self, ref Vector3& torque, const ForceMode& mode)PrivateStatic0x0C
void AddRelativeTorque_Injected(long _unity_self, ref Vector3& torque, const ForceMode& mode)PrivateStatic0x0C
void AddForceAtPosition_Injected(long _unity_self, ref Vector3& force, ref Vector3& position, const ForceMode& mode)PrivateStatic0x0C
void AddExplosionForce_Injected(long _unity_self, float explosionForce, ref Vector3& explosionPosition, float explosionRadius, float upwardsModifier, const ForceMode& mode)PrivateStatic0x0C
void Internal_ClosestPointOnBounds_Injected(long _unity_self, ref Vector3& point, ref Vector3& outPos, ref float& distance)PrivateStatic0x0C
void SweepTest_Injected(long _unity_self, ref Vector3& direction, float maxDistance, const QueryTriggerInteraction& queryTriggerInteraction, ref bool& hasHit, ref RaycastHit& ret)PrivateStatic0x2C
void Internal_SweepTestAll_Injected(long _unity_self, ref Vector3& direction, float maxDistance, const QueryTriggerInteraction& queryTriggerInteraction, ref BlittableArrayWrapper& ret)PrivateStatic0x10

Used by 3

types with a member, parameter or interface of this type