| Vector3 get_linearVelocity() | Public+1 flags | | 0x0C |
| void set_linearVelocity(const Vector3& value) | Public+1 flags | | 0x0C |
| Vector3 get_angularVelocity() | Public+1 flags | | 0x0C |
| void set_angularVelocity(const Vector3& value) | Public+1 flags | | 0x0C |
| float get_linearDamping() | Public+1 flags | | 0x04 |
| void set_linearDamping(float value) | Public+1 flags | | 0x04 |
| float get_angularDamping() | Public+1 flags | | 0x04 |
| void set_angularDamping(float value) | Public+1 flags | | 0x04 |
| float get_mass() | Public+1 flags | | 0x04 |
| void set_mass(float value) | Public+1 flags | | 0x04 |
| void SetDensity(float density) | Public | | 0x04 |
| bool get_useGravity() | Public+1 flags | | 0x01 |
| void set_useGravity(bool value) | Public+1 flags | | 0x01 |
| float get_maxDepenetrationVelocity() | Public+1 flags | | 0x04 |
| void set_maxDepenetrationVelocity(float value) | Public+1 flags | | 0x04 |
| bool get_isKinematic() | Public+1 flags | | 0x01 |
| void set_isKinematic(bool value) | Public+1 flags | | 0x01 |
| bool get_freezeRotation() | Public+1 flags | | 0x01 |
| void set_freezeRotation(bool value) | Public+1 flags | | 0x01 |
| RigidbodyConstraints get_constraints() | Public+1 flags | | 0x04 |
| void set_constraints(const RigidbodyConstraints& value) | Public+1 flags | | 0x04 |
| CollisionDetectionMode get_collisionDetectionMode() | Public+1 flags | | 0x04 |
| void set_collisionDetectionMode(const CollisionDetectionMode& value) | Public+1 flags | | 0x04 |
| bool get_automaticCenterOfMass() | Public+1 flags | | 0x01 |
| void set_automaticCenterOfMass(bool value) | Public+1 flags | | 0x01 |
| Vector3 get_centerOfMass() | Public+1 flags | | 0x0C |
| void set_centerOfMass(const Vector3& value) | Public+1 flags | | 0x0C |
| Vector3 get_worldCenterOfMass() | Public+1 flags | | 0x0C |
| bool get_automaticInertiaTensor() | Public+1 flags | | 0x01 |
| void set_automaticInertiaTensor(bool value) | Public+1 flags | | 0x01 |
| Quaternion get_inertiaTensorRotation() | Public+1 flags | | 0x10 |
| void set_inertiaTensorRotation(const Quaternion& value) | Public+1 flags | | 0x10 |
| Vector3 get_inertiaTensor() | Public+1 flags | | 0x0C |
| void set_inertiaTensor(const Vector3& value) | Public+1 flags | | 0x0C |
| Matrix4x4 get_worldInertiaTensorMatrix() | 2 flags | | 0x40 |
| bool get_detectCollisions() | Public+1 flags | | 0x01 |
| void set_detectCollisions(bool value) | Public+1 flags | | 0x01 |
| Vector3 get_position() | Public+1 flags | | 0x0C |
| void set_position(const Vector3& value) | Public+1 flags | | 0x0C |
| Quaternion get_rotation() | Public+1 flags | | 0x10 |
| void set_rotation(const Quaternion& value) | Public+1 flags | | 0x10 |
| RigidbodyInterpolation get_interpolation() | Public+1 flags | | 0x04 |
| void set_interpolation(const RigidbodyInterpolation& value) | Public+1 flags | | 0x04 |
| int get_solverIterations() | Public+1 flags | | 0x04 |
| void set_solverIterations(int value) | Public+1 flags | | 0x04 |
| float get_sleepThreshold() | Public+1 flags | | 0x04 |
| void set_sleepThreshold(float value) | Public+1 flags | | 0x04 |
| float get_maxAngularVelocity() | Public+1 flags | | 0x04 |
| void set_maxAngularVelocity(float value) | Public+1 flags | | 0x04 |
| float get_maxLinearVelocity() | Public+1 flags | | 0x04 |
| void set_maxLinearVelocity(float value) | Public+1 flags | | 0x04 |
| void MovePosition(const Vector3& position) | Public | | 0x0C |
| void MoveRotation(const Quaternion& rot) | Public | | 0x10 |
| void Move(const Vector3& position, const Quaternion& rotation) | Public | | 0x10 |
| void Sleep() | Public | | 0x00 |
| bool IsSleeping() | Public | | 0x01 |
| void WakeUp() | Public | | 0x00 |
| void ResetCenterOfMass() | Public | | 0x00 |
| void ResetInertiaTensor() | Public | | 0x00 |
| Vector3 GetRelativePointVelocity(const Vector3& relativePoint) | Public | | 0x0C |
| Vector3 GetPointVelocity(const Vector3& worldPoint) | Public | | 0x0C |
| int get_solverVelocityIterations() | Public+1 flags | | 0x04 |
| void set_solverVelocityIterations(int value) | Public+1 flags | | 0x04 |
| void PublishTransform() | Public | | 0x00 |
| LayerMask get_excludeLayers() | Public+1 flags | | 0x04 |
| void set_excludeLayers(const LayerMask& value) | Public+1 flags | | 0x04 |
| LayerMask get_includeLayers() | Public+1 flags | | 0x04 |
| void set_includeLayers(const LayerMask& value) | Public+1 flags | | 0x04 |
| Vector3 GetAccumulatedForce(float step) | Public | | 0x0C |
| Vector3 GetAccumulatedForce() | Public | | 0x0C |
| Vector3 GetAccumulatedTorque(float step) | Public | | 0x0C |
| Vector3 GetAccumulatedTorque() | Public | | 0x0C |
| void AddForce(const Vector3& force, const ForceMode& mode) | Public | | 0x0C |
| void AddForce(const Vector3& force) | Public | | 0x0C |
| void AddForce(float x, float y, float z, const ForceMode& mode) | Public | | 0x04 |
| void AddForce(float x, float y, float z) | Public | | 0x04 |
| void AddRelativeForce(const Vector3& force, const ForceMode& mode) | Public | | 0x0C |
| void AddRelativeForce(const Vector3& force) | Public | | 0x0C |
| void AddRelativeForce(float x, float y, float z, const ForceMode& mode) | Public | | 0x04 |
| void AddRelativeForce(float x, float y, float z) | Public | | 0x04 |
| void AddTorque(const Vector3& torque, const ForceMode& mode) | Public | | 0x0C |
| void AddTorque(const Vector3& torque) | Public | | 0x0C |
| void AddTorque(float x, float y, float z, const ForceMode& mode) | Public | | 0x04 |
| void AddTorque(float x, float y, float z) | Public | | 0x04 |
| void AddRelativeTorque(const Vector3& torque, const ForceMode& mode) | Public | | 0x0C |
| void AddRelativeTorque(const Vector3& torque) | Public | | 0x0C |
| void AddRelativeTorque(float x, float y, float z, const ForceMode& mode) | Public | | 0x04 |
| void AddRelativeTorque(float x, float y, float z) | Public | | 0x04 |
| void AddForceAtPosition(const Vector3& force, const Vector3& position, const ForceMode& mode) | Public | | 0x0C |
| void AddForceAtPosition(const Vector3& force, const Vector3& position) | Public | | 0x0C |
| void AddExplosionForce(float explosionForce, const Vector3& explosionPosition, float explosionRadius, float upwardsModifier, const ForceMode& mode) | Public | | 0x0C |
| void AddExplosionForce(float explosionForce, const Vector3& explosionPosition, float explosionRadius, float upwardsModifier) | Public | | 0x0C |
| void AddExplosionForce(float explosionForce, const Vector3& explosionPosition, float explosionRadius) | Public | | 0x0C |
| void Internal_ClosestPointOnBounds(const Vector3& point, ref Vector3& outPos, ref float& distance) | Private | | 0x0C |
| Vector3 ClosestPointOnBounds(const Vector3& position) | Public | | 0x0C |
| RaycastHit SweepTest(const Vector3& direction, float maxDistance, const QueryTriggerInteraction& queryTriggerInteraction, ref bool& hasHit) | Private | | 0x2C |
| bool SweepTest(const Vector3& direction, ref RaycastHit& hitInfo, float maxDistance, const QueryTriggerInteraction& queryTriggerInteraction) | Public | | 0x2C |
| bool SweepTest(const Vector3& direction, ref RaycastHit& hitInfo, float maxDistance) | Public | | 0x2C |
| bool SweepTest(const Vector3& direction, ref RaycastHit& hitInfo) | Public | | 0x2C |
| RaycastHit[] Internal_SweepTestAll(const Vector3& direction, float maxDistance, const QueryTriggerInteraction& queryTriggerInteraction) | Private | | 0x0C |
| RaycastHit[] SweepTestAll(const Vector3& direction, float maxDistance, const QueryTriggerInteraction& queryTriggerInteraction) | Public | | 0x0C |
| RaycastHit[] SweepTestAll(const Vector3& direction, float maxDistance) | Public | | 0x0C |
| RaycastHit[] SweepTestAll(const Vector3& direction) | Public | | 0x0C |
| float get_drag() | Public+1 flags | | 0x04 |
| void set_drag(float value) | Public+1 flags | | 0x04 |
| float get_angularDrag() | Public+1 flags | | 0x04 |
| void set_angularDrag(float value) | Public+1 flags | | 0x04 |
| Vector3 get_velocity() | Public+1 flags | | 0x0C |
| void set_velocity(const Vector3& value) | Public+1 flags | | 0x0C |
| float get_sleepVelocity() | Public+1 flags | | 0x04 |
| void set_sleepVelocity(float value) | Public+1 flags | | 0x04 |
| float get_sleepAngularVelocity() | Public+1 flags | | 0x04 |
| void set_sleepAngularVelocity(float value) | Public+1 flags | | 0x04 |
| void SetMaxAngularVelocity(float a) | Public | | 0x04 |
| bool get_useConeFriction() | Public+1 flags | | 0x01 |
| void set_useConeFriction(bool value) | Public+1 flags | | 0x01 |
| int get_solverIterationCount() | Public+1 flags | | 0x04 |
| void set_solverIterationCount(int value) | Public+1 flags | | 0x04 |
| int get_solverVelocityIterationCount() | Public+1 flags | | 0x04 |
| void set_solverVelocityIterationCount(int value) | Public+1 flags | | 0x04 |
| void .ctor() | Public+1 flags | | 0x00 |
| void get_linearVelocity_Injected(long _unity_self, ref Vector3& ret) | PrivateStatic | | 0x0C |
| void set_linearVelocity_Injected(long _unity_self, ref Vector3& value) | PrivateStatic | | 0x0C |
| void get_angularVelocity_Injected(long _unity_self, ref Vector3& ret) | PrivateStatic | | 0x0C |
| void set_angularVelocity_Injected(long _unity_self, ref Vector3& value) | PrivateStatic | | 0x0C |
| float get_linearDamping_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_linearDamping_Injected(long _unity_self, float value) | PrivateStatic | | 0x08 |
| float get_angularDamping_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_angularDamping_Injected(long _unity_self, float value) | PrivateStatic | | 0x08 |
| float get_mass_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_mass_Injected(long _unity_self, float value) | PrivateStatic | | 0x08 |
| void SetDensity_Injected(long _unity_self, float density) | PrivateStatic | | 0x08 |
| bool get_useGravity_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_useGravity_Injected(long _unity_self, bool value) | PrivateStatic | | 0x08 |
| float get_maxDepenetrationVelocity_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_maxDepenetrationVelocity_Injected(long _unity_self, float value) | PrivateStatic | | 0x08 |
| bool get_isKinematic_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_isKinematic_Injected(long _unity_self, bool value) | PrivateStatic | | 0x08 |
| RigidbodyConstraints get_constraints_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_constraints_Injected(long _unity_self, const RigidbodyConstraints& value) | PrivateStatic | | 0x08 |
| CollisionDetectionMode get_collisionDetectionMode_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_collisionDetectionMode_Injected(long _unity_self, const CollisionDetectionMode& value) | PrivateStatic | | 0x08 |
| bool get_automaticCenterOfMass_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_automaticCenterOfMass_Injected(long _unity_self, bool value) | PrivateStatic | | 0x08 |
| void get_centerOfMass_Injected(long _unity_self, ref Vector3& ret) | PrivateStatic | | 0x0C |
| void set_centerOfMass_Injected(long _unity_self, ref Vector3& value) | PrivateStatic | | 0x0C |
| void get_worldCenterOfMass_Injected(long _unity_self, ref Vector3& ret) | PrivateStatic | | 0x0C |
| bool get_automaticInertiaTensor_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_automaticInertiaTensor_Injected(long _unity_self, bool value) | PrivateStatic | | 0x08 |
| void get_inertiaTensorRotation_Injected(long _unity_self, ref Quaternion& ret) | PrivateStatic | | 0x10 |
| void set_inertiaTensorRotation_Injected(long _unity_self, ref Quaternion& value) | PrivateStatic | | 0x10 |
| void get_inertiaTensor_Injected(long _unity_self, ref Vector3& ret) | PrivateStatic | | 0x0C |
| void set_inertiaTensor_Injected(long _unity_self, ref Vector3& value) | PrivateStatic | | 0x0C |
| void get_worldInertiaTensorMatrix_Injected(long _unity_self, ref Matrix4x4& ret) | PrivateStatic | | 0x40 |
| bool get_detectCollisions_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_detectCollisions_Injected(long _unity_self, bool value) | PrivateStatic | | 0x08 |
| void get_position_Injected(long _unity_self, ref Vector3& ret) | PrivateStatic | | 0x0C |
| void set_position_Injected(long _unity_self, ref Vector3& value) | PrivateStatic | | 0x0C |
| void get_rotation_Injected(long _unity_self, ref Quaternion& ret) | PrivateStatic | | 0x10 |
| void set_rotation_Injected(long _unity_self, ref Quaternion& value) | PrivateStatic | | 0x10 |
| RigidbodyInterpolation get_interpolation_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_interpolation_Injected(long _unity_self, const RigidbodyInterpolation& value) | PrivateStatic | | 0x08 |
| int get_solverIterations_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_solverIterations_Injected(long _unity_self, int value) | PrivateStatic | | 0x08 |
| float get_sleepThreshold_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_sleepThreshold_Injected(long _unity_self, float value) | PrivateStatic | | 0x08 |
| float get_maxAngularVelocity_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_maxAngularVelocity_Injected(long _unity_self, float value) | PrivateStatic | | 0x08 |
| float get_maxLinearVelocity_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_maxLinearVelocity_Injected(long _unity_self, float value) | PrivateStatic | | 0x08 |
| void MovePosition_Injected(long _unity_self, ref Vector3& position) | PrivateStatic | | 0x0C |
| void MoveRotation_Injected(long _unity_self, ref Quaternion& rot) | PrivateStatic | | 0x10 |
| void Move_Injected(long _unity_self, ref Vector3& position, ref Quaternion& rotation) | PrivateStatic | | 0x10 |
| void Sleep_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| bool IsSleeping_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void WakeUp_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void ResetCenterOfMass_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void ResetInertiaTensor_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void GetRelativePointVelocity_Injected(long _unity_self, ref Vector3& relativePoint, ref Vector3& ret) | PrivateStatic | | 0x0C |
| void GetPointVelocity_Injected(long _unity_self, ref Vector3& worldPoint, ref Vector3& ret) | PrivateStatic | | 0x0C |
| int get_solverVelocityIterations_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_solverVelocityIterations_Injected(long _unity_self, int value) | PrivateStatic | | 0x08 |
| void PublishTransform_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void get_excludeLayers_Injected(long _unity_self, ref LayerMask& ret) | PrivateStatic | | 0x08 |
| void set_excludeLayers_Injected(long _unity_self, ref LayerMask& value) | PrivateStatic | | 0x08 |
| void get_includeLayers_Injected(long _unity_self, ref LayerMask& ret) | PrivateStatic | | 0x08 |
| void set_includeLayers_Injected(long _unity_self, ref LayerMask& value) | PrivateStatic | | 0x08 |
| void GetAccumulatedForce_Injected(long _unity_self, float step, ref Vector3& ret) | PrivateStatic | | 0x0C |
| void GetAccumulatedTorque_Injected(long _unity_self, float step, ref Vector3& ret) | PrivateStatic | | 0x0C |
| void AddForce_Injected(long _unity_self, ref Vector3& force, const ForceMode& mode) | PrivateStatic | | 0x0C |
| void AddRelativeForce_Injected(long _unity_self, ref Vector3& force, const ForceMode& mode) | PrivateStatic | | 0x0C |
| void AddTorque_Injected(long _unity_self, ref Vector3& torque, const ForceMode& mode) | PrivateStatic | | 0x0C |
| void AddRelativeTorque_Injected(long _unity_self, ref Vector3& torque, const ForceMode& mode) | PrivateStatic | | 0x0C |
| void AddForceAtPosition_Injected(long _unity_self, ref Vector3& force, ref Vector3& position, const ForceMode& mode) | PrivateStatic | | 0x0C |
| void AddExplosionForce_Injected(long _unity_self, float explosionForce, ref Vector3& explosionPosition, float explosionRadius, float upwardsModifier, const ForceMode& mode) | PrivateStatic | | 0x0C |
| void Internal_ClosestPointOnBounds_Injected(long _unity_self, ref Vector3& point, ref Vector3& outPos, ref float& distance) | PrivateStatic | | 0x0C |
| void SweepTest_Injected(long _unity_self, ref Vector3& direction, float maxDistance, const QueryTriggerInteraction& queryTriggerInteraction, ref bool& hasHit, ref RaycastHit& ret) | PrivateStatic | | 0x2C |
| void Internal_SweepTestAll_Injected(long _unity_self, ref Vector3& direction, float maxDistance, const QueryTriggerInteraction& queryTriggerInteraction, ref BlittableArrayWrapper& ret) | PrivateStatic | | 0x10 |