Zdexby TheHolyOneZ
49,743 classes
Class

Rigidbody2D

: Component : Object : Object
UnityEngine.Rigidbody2D, UnityEngine.Physics2DModule 0x0018 (24 B) inherited 0x0018 UnityEngine.Physics2DModule.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 263

SignatureFlagsNativeParams
Vector2 get_position()Public+1 flags0x08
void set_position(const Vector2& value)Public+1 flags0x08
float get_rotation()Public+1 flags0x04
void set_rotation(float value)Public+1 flags0x04
void SetRotation(float angle)Public0x04
void SetRotation_Angle(float angle)Private0x04
void SetRotation(const Quaternion& rotation)Public0x10
void SetRotation_Quaternion(const Quaternion& rotation)Private0x10
void MovePosition(const Vector2& position)Public0x08
void MoveRotation(float angle)Public0x04
void MoveRotation_Angle(float angle)Private0x04
void MoveRotation(const Quaternion& rotation)Public0x10
void MoveRotation_Quaternion(const Quaternion& rotation)Private0x10
void MovePositionAndRotation(const Vector2& position, float angle)Public0x08
void MovePositionAndRotation(const Vector2& position, const Quaternion& rotation)Public0x10
void MovePositionAndRotation_Quaternion(const Vector2& position, const Quaternion& rotation)Private0x10
SlideResults Slide(const Vector2& velocity, float deltaTime, const SlideMovement& slideMovement)Public0x5C
SlideResults Slide_Internal(const Vector2& velocity, float deltaTime, const SlideMovement& slideMovement)Private0x5C
Vector2 get_linearVelocity()Public+1 flags0x08
void set_linearVelocity(const Vector2& value)Public+1 flags0x08
float get_linearVelocityX()Public+1 flags0x04
void set_linearVelocityX(float value)Public+1 flags0x04
float get_linearVelocityY()Public+1 flags0x04
void set_linearVelocityY(float value)Public+1 flags0x04
float get_angularVelocity()Public+1 flags0x04
void set_angularVelocity(float value)Public+1 flags0x04
bool get_useAutoMass()Public+1 flags0x01
void set_useAutoMass(bool value)Public+1 flags0x01
float get_mass()Public+1 flags0x04
void set_mass(float value)Public+1 flags0x04
PhysicsMaterial2D get_sharedMaterial()Public+1 flags0x08
void set_sharedMaterial(PhysicsMaterial2D value)Public+1 flags0x08
Vector2 get_centerOfMass()Public+1 flags0x08
void set_centerOfMass(const Vector2& value)Public+1 flags0x08
Vector2 get_worldCenterOfMass()Public+1 flags0x08
float get_inertia()Public+1 flags0x04
void set_inertia(float value)Public+1 flags0x04
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_gravityScale()Public+1 flags0x04
void set_gravityScale(float value)Public+1 flags0x04
RigidbodyType2D get_bodyType()Public+1 flags0x04
void set_bodyType(const RigidbodyType2D& value)Public+1 flags0x04
void SetDragBehaviour(bool dragged)1 flags0x01
bool get_useFullKinematicContacts()Public+1 flags0x01
void set_useFullKinematicContacts(bool value)Public+1 flags0x01
bool get_freezeRotation()Public+1 flags0x01
void set_freezeRotation(bool value)Public+1 flags0x01
RigidbodyConstraints2D get_constraints()Public+1 flags0x04
void set_constraints(const RigidbodyConstraints2D& value)Public+1 flags0x04
bool IsSleeping()Public0x01
bool IsAwake()Public0x01
void Sleep()Public0x00
void WakeUp()Public0x00
bool get_simulated()Public+1 flags0x01
void set_simulated(bool value)Public+1 flags0x01
RigidbodyInterpolation2D get_interpolation()Public+1 flags0x04
void set_interpolation(const RigidbodyInterpolation2D& value)Public+1 flags0x04
RigidbodySleepMode2D get_sleepMode()Public+1 flags0x04
void set_sleepMode(const RigidbodySleepMode2D& value)Public+1 flags0x04
CollisionDetectionMode2D get_collisionDetectionMode()Public+1 flags0x04
void set_collisionDetectionMode(const CollisionDetectionMode2D& value)Public+1 flags0x04
int get_attachedColliderCount()Public+1 flags0x04
int GetAttachedColliderCount_Internal(bool findTriggers)Private0x04
Vector2 get_totalForce()Public+1 flags0x08
void set_totalForce(const Vector2& value)Public+1 flags0x08
float get_totalTorque()Public+1 flags0x04
void set_totalTorque(float value)Public+1 flags0x04
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
Matrix4x4 get_localToWorldMatrix()Public+1 flags0x40
bool IsTouching(Collider2D collider)Public0x08
bool IsTouching(Collider2D collider, const ContactFilter2D& contactFilter)Public0x1C
bool IsTouching_OtherColliderWithFilter_Internal(Collider2D collider, const ContactFilter2D& contactFilter)Private0x1C
bool IsTouching(const ContactFilter2D& contactFilter)Public0x1C
bool IsTouching_AnyColliderWithFilter_Internal(const ContactFilter2D& contactFilter)Private0x1C
bool IsTouchingLayers()Public0x01
bool IsTouchingLayers(int layerMask)Public0x04
bool OverlapPoint(const Vector2& point)Public0x08
ColliderDistance2D Distance(Collider2D collider)Public0x20
ColliderDistance2D Distance(const Vector2& thisPosition, float thisAngle, Collider2D collider, const Vector2& position, float angle)Public0x20
ColliderDistance2D Distance_Internal(Collider2D collider)Private0x20
ColliderDistance2D DistanceFrom_Internal(const Vector2& thisPosition, float thisAngle, Collider2D collider, const Vector2& position, float angle)Private0x20
Vector2 ClosestPoint(const Vector2& position)Public0x08
void AddForce(const Vector2& force)Public0x08
void AddForce(const Vector2& force, const ForceMode2D& mode)Public0x08
void AddForceX(float force, const ForceMode2D& mode)Public0x04
void AddForceY(float force, const ForceMode2D& mode)Public0x04
void AddForce_Internal(const Vector2& force, const ForceMode2D& mode)Private0x08
void AddRelativeForce(const Vector2& relativeForce)Public0x08
void AddRelativeForce(const Vector2& relativeForce, const ForceMode2D& mode)Public0x08
void AddRelativeForceX(float force, const ForceMode2D& mode)Public0x04
void AddRelativeForceY(float force, const ForceMode2D& mode)Public0x04
void AddRelativeForce_Internal(const Vector2& relativeForce, const ForceMode2D& mode)Private0x08
void AddForceAtPosition(const Vector2& force, const Vector2& position)Public0x08
void AddForceAtPosition(const Vector2& force, const Vector2& position, const ForceMode2D& mode)Public0x08
void AddTorque(float torque)Public0x04
void AddTorque(float torque, const ForceMode2D& mode)Public0x04
Vector2 GetPoint(const Vector2& point)Public0x08
Vector2 GetRelativePoint(const Vector2& relativePoint)Public0x08
Vector2 GetVector(const Vector2& vector)Public0x08
Vector2 GetRelativeVector(const Vector2& relativeVector)Public0x08
Vector2 GetPointVelocity(const Vector2& point)Public0x08
Vector2 GetRelativePointVelocity(const Vector2& relativePoint)Public0x08
int GetContacts(const ContactPoint2D[]& contacts)Public0x08
int GetContacts(List<UnityEngine.ContactPoint2D> contacts)Public0x08
int GetContacts(const ContactFilter2D& contactFilter, const ContactPoint2D[]& contacts)Public0x1C
int GetContacts(const ContactFilter2D& contactFilter, List<UnityEngine.ContactPoint2D> contacts)Public0x1C
int GetContacts(const Collider2D[]& colliders)Public0x08
int GetContacts(List<UnityEngine.Collider2D> colliders)Public0x08
int GetContacts(const ContactFilter2D& contactFilter, const Collider2D[]& colliders)Public0x1C
int GetContacts(const ContactFilter2D& contactFilter, List<UnityEngine.Collider2D> colliders)Public0x1C
int GetAttachedColliders(const Collider2D[]& results)Public0x08
int GetAttachedColliders(List<UnityEngine.Collider2D> results)Public0x08
int GetAttachedColliders(const Collider2D[]& results, bool findTriggers)Public0x08
int GetAttachedColliders(List<UnityEngine.Collider2D> results, bool findTriggers)Public0x08
int GetShapes(PhysicsShapeGroup2D physicsShapeGroup)Public0x08
int Cast(const Vector2& direction, const RaycastHit2D[]& results)Public0x08
int Cast(const Vector2& direction, const RaycastHit2D[]& results, float distance)Public0x08
int Cast(const Vector2& direction, List<UnityEngine.RaycastHit2D> results, float distance)Public0x08
int Cast(const Vector2& direction, const ContactFilter2D& contactFilter, const RaycastHit2D[]& results)Public0x1C
int Cast(const Vector2& direction, const ContactFilter2D& contactFilter, const RaycastHit2D[]& results, float distance)Public0x1C
int Cast(const Vector2& direction, const ContactFilter2D& contactFilter, List<UnityEngine.RaycastHit2D> results, float distance)Public0x1C
int Cast(const Vector2& position, float angle, const Vector2& direction, List<UnityEngine.RaycastHit2D> results, float distance)Public0x08
int Cast(const Vector2& position, float angle, const Vector2& direction, const ContactFilter2D& contactFilter, List<UnityEngine.RaycastHit2D> results, float distance)Public0x1C
int Overlap(const ContactFilter2D& contactFilter, const Collider2D[]& results)Public0x1C
int Overlap(List<UnityEngine.Collider2D> results)Public0x08
int Overlap(const ContactFilter2D& contactFilter, List<UnityEngine.Collider2D> results)Public0x1C
int Overlap(const Vector2& position, float angle, List<UnityEngine.Collider2D> results)Public0x08
int Overlap(const Vector2& position, float angle, const ContactFilter2D& contactFilter, List<UnityEngine.Collider2D> results)Public0x1C
int GetAttachedCollidersArray_Internal(const Collider2D[]& results, bool findTriggers)Private0x08
int GetAttachedCollidersList_Internal(List<UnityEngine.Collider2D> results, bool findTriggers)Private0x08
int GetShapes_Internal(ref GroupState& physicsShapeGroupState)Private0x50
int CastArray_Internal(const Vector2& direction, float distance, const RaycastHit2D[]& results)Private0x08
int CastList_Internal(const Vector2& direction, float distance, List<UnityEngine.RaycastHit2D> results)Private0x08
int CastFilteredArray_Internal(const Vector2& direction, float distance, const ContactFilter2D& contactFilter, const RaycastHit2D[]& results)Private0x1C
int CastFilteredList_Internal(const Vector2& direction, float distance, const ContactFilter2D& contactFilter, List<UnityEngine.RaycastHit2D> results)Private0x1C
int CastFrom_Internal(const Vector2& position, float angle, const Vector2& direction, float distance, List<UnityEngine.RaycastHit2D> results)Private0x08
int CastFromFiltered_Internal(const Vector2& position, float angle, const Vector2& direction, float distance, const ContactFilter2D& contactFilter, List<UnityEngine.RaycastHit2D> results)Private0x1C
int OverlapArray_Internal(const ContactFilter2D& contactFilter, const Collider2D[]& results)Private0x1C
int OverlapList_Internal(List<UnityEngine.Collider2D> results)Private0x08
int OverlapFilteredList_Internal(const ContactFilter2D& contactFilter, List<UnityEngine.Collider2D> results)Private0x1C
int OverlapFromList_Internal(const Vector2& position, float angle, List<UnityEngine.Collider2D> results)Private0x08
int OverlapFromFilteredList_Internal(const Vector2& position, float angle, const ContactFilter2D& contactFilter, List<UnityEngine.Collider2D> results)Private0x1C
int OverlapCollider(const ContactFilter2D& contactFilter, const Collider2D[]& results)Public0x1C
int OverlapCollider(const ContactFilter2D& contactFilter, List<UnityEngine.Collider2D> results)Public0x1C
bool get_fixedAngle()Public+1 flags0x01
void set_fixedAngle(bool value)Public+1 flags0x01
bool get_isKinematic()Public+1 flags0x01
void set_isKinematic(bool value)Public+1 flags0x01
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
Vector2 get_velocity()Public+1 flags0x08
void set_velocity(const Vector2& value)Public+1 flags0x08
float get_velocityX()Public+1 flags0x04
void set_velocityX(float value)Public+1 flags0x04
float get_velocityY()Public+1 flags0x04
void set_velocityY(float value)Public+1 flags0x04
void .ctor()Public+1 flags0x00
void get_position_Injected(long _unity_self, ref Vector2& ret)PrivateStatic0x08
void set_position_Injected(long _unity_self, ref Vector2& value)PrivateStatic0x08
float get_rotation_Injected(long _unity_self)PrivateStatic0x08
void set_rotation_Injected(long _unity_self, float value)PrivateStatic0x08
void SetRotation_Angle_Injected(long _unity_self, float angle)PrivateStatic0x08
void SetRotation_Quaternion_Injected(long _unity_self, ref Quaternion& rotation)PrivateStatic0x10
void MovePosition_Injected(long _unity_self, ref Vector2& position)PrivateStatic0x08
void MoveRotation_Angle_Injected(long _unity_self, float angle)PrivateStatic0x08
void MoveRotation_Quaternion_Injected(long _unity_self, ref Quaternion& rotation)PrivateStatic0x10
void MovePositionAndRotation_Injected(long _unity_self, ref Vector2& position, float angle)PrivateStatic0x08
void MovePositionAndRotation_Quaternion_Injected(long _unity_self, ref Vector2& position, ref Quaternion& rotation)PrivateStatic0x10
void Slide_Internal_Injected(long _unity_self, ref Vector2& velocity, float deltaTime, ref SlideMovement& slideMovement, ref SlideResults& ret)PrivateStatic0x5C
void get_linearVelocity_Injected(long _unity_self, ref Vector2& ret)PrivateStatic0x08
void set_linearVelocity_Injected(long _unity_self, ref Vector2& value)PrivateStatic0x08
float get_linearVelocityX_Injected(long _unity_self)PrivateStatic0x08
void set_linearVelocityX_Injected(long _unity_self, float value)PrivateStatic0x08
float get_linearVelocityY_Injected(long _unity_self)PrivateStatic0x08
void set_linearVelocityY_Injected(long _unity_self, float value)PrivateStatic0x08
float get_angularVelocity_Injected(long _unity_self)PrivateStatic0x08
void set_angularVelocity_Injected(long _unity_self, float value)PrivateStatic0x08
bool get_useAutoMass_Injected(long _unity_self)PrivateStatic0x08
void set_useAutoMass_Injected(long _unity_self, bool value)PrivateStatic0x08
float get_mass_Injected(long _unity_self)PrivateStatic0x08
void set_mass_Injected(long _unity_self, float value)PrivateStatic0x08
long get_sharedMaterial_Injected(long _unity_self)PrivateStatic0x08
void set_sharedMaterial_Injected(long _unity_self, long value)PrivateStatic0x08
void get_centerOfMass_Injected(long _unity_self, ref Vector2& ret)PrivateStatic0x08
void set_centerOfMass_Injected(long _unity_self, ref Vector2& value)PrivateStatic0x08
void get_worldCenterOfMass_Injected(long _unity_self, ref Vector2& ret)PrivateStatic0x08
float get_inertia_Injected(long _unity_self)PrivateStatic0x08
void set_inertia_Injected(long _unity_self, float value)PrivateStatic0x08
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_gravityScale_Injected(long _unity_self)PrivateStatic0x08
void set_gravityScale_Injected(long _unity_self, float value)PrivateStatic0x08
RigidbodyType2D get_bodyType_Injected(long _unity_self)PrivateStatic0x08
void set_bodyType_Injected(long _unity_self, const RigidbodyType2D& value)PrivateStatic0x08
void SetDragBehaviour_Injected(long _unity_self, bool dragged)PrivateStatic0x08
bool get_useFullKinematicContacts_Injected(long _unity_self)PrivateStatic0x08
void set_useFullKinematicContacts_Injected(long _unity_self, bool value)PrivateStatic0x08
bool get_freezeRotation_Injected(long _unity_self)PrivateStatic0x08
void set_freezeRotation_Injected(long _unity_self, bool value)PrivateStatic0x08
RigidbodyConstraints2D get_constraints_Injected(long _unity_self)PrivateStatic0x08
void set_constraints_Injected(long _unity_self, const RigidbodyConstraints2D& value)PrivateStatic0x08
bool IsSleeping_Injected(long _unity_self)PrivateStatic0x08
bool IsAwake_Injected(long _unity_self)PrivateStatic0x08
void Sleep_Injected(long _unity_self)PrivateStatic0x08
void WakeUp_Injected(long _unity_self)PrivateStatic0x08
bool get_simulated_Injected(long _unity_self)PrivateStatic0x08
void set_simulated_Injected(long _unity_self, bool value)PrivateStatic0x08
RigidbodyInterpolation2D get_interpolation_Injected(long _unity_self)PrivateStatic0x08
void set_interpolation_Injected(long _unity_self, const RigidbodyInterpolation2D& value)PrivateStatic0x08
RigidbodySleepMode2D get_sleepMode_Injected(long _unity_self)PrivateStatic0x08
void set_sleepMode_Injected(long _unity_self, const RigidbodySleepMode2D& value)PrivateStatic0x08
CollisionDetectionMode2D get_collisionDetectionMode_Injected(long _unity_self)PrivateStatic0x08
void set_collisionDetectionMode_Injected(long _unity_self, const CollisionDetectionMode2D& value)PrivateStatic0x08
int GetAttachedColliderCount_Internal_Injected(long _unity_self, bool findTriggers)PrivateStatic0x08
void get_totalForce_Injected(long _unity_self, ref Vector2& ret)PrivateStatic0x08
void set_totalForce_Injected(long _unity_self, ref Vector2& value)PrivateStatic0x08
float get_totalTorque_Injected(long _unity_self)PrivateStatic0x08
void set_totalTorque_Injected(long _unity_self, float value)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 get_localToWorldMatrix_Injected(long _unity_self, ref Matrix4x4& ret)PrivateStatic0x40
bool IsTouching_Injected(long _unity_self, long collider)PrivateStatic0x08
bool IsTouching_OtherColliderWithFilter_Internal_Injected(long _unity_self, long collider, ref ContactFilter2D& contactFilter)PrivateStatic0x1C
bool IsTouching_AnyColliderWithFilter_Internal_Injected(long _unity_self, ref ContactFilter2D& contactFilter)PrivateStatic0x1C
bool OverlapPoint_Injected(long _unity_self, ref Vector2& point)PrivateStatic0x08
void Distance_Internal_Injected(long _unity_self, long collider, ref ColliderDistance2D& ret)PrivateStatic0x20
void DistanceFrom_Internal_Injected(long _unity_self, ref Vector2& thisPosition, float thisAngle, long collider, ref Vector2& position, float angle, ref ColliderDistance2D& ret)PrivateStatic0x20
void AddForce_Internal_Injected(long _unity_self, ref Vector2& force, const ForceMode2D& mode)PrivateStatic0x08
void AddRelativeForce_Internal_Injected(long _unity_self, ref Vector2& relativeForce, const ForceMode2D& mode)PrivateStatic0x08
void AddForceAtPosition_Injected(long _unity_self, ref Vector2& force, ref Vector2& position, const ForceMode2D& mode)PrivateStatic0x08
void AddTorque_Injected(long _unity_self, float torque, const ForceMode2D& mode)PrivateStatic0x08
void GetPoint_Injected(long _unity_self, ref Vector2& point, ref Vector2& ret)PrivateStatic0x08
void GetRelativePoint_Injected(long _unity_self, ref Vector2& relativePoint, ref Vector2& ret)PrivateStatic0x08
void GetVector_Injected(long _unity_self, ref Vector2& vector, ref Vector2& ret)PrivateStatic0x08
void GetRelativeVector_Injected(long _unity_self, ref Vector2& relativeVector, ref Vector2& ret)PrivateStatic0x08
void GetPointVelocity_Injected(long _unity_self, ref Vector2& point, ref Vector2& ret)PrivateStatic0x08
void GetRelativePointVelocity_Injected(long _unity_self, ref Vector2& relativePoint, ref Vector2& ret)PrivateStatic0x08
int GetAttachedCollidersArray_Internal_Injected(long _unity_self, const Collider2D[]& results, bool findTriggers)PrivateStatic0x08
int GetAttachedCollidersList_Internal_Injected(long _unity_self, List<UnityEngine.Collider2D> results, bool findTriggers)PrivateStatic0x08
int GetShapes_Internal_Injected(long _unity_self, ref GroupState& physicsShapeGroupState)PrivateStatic0x50
int CastArray_Internal_Injected(long _unity_self, ref Vector2& direction, float distance, ref ManagedSpanWrapper& results)PrivateStatic0x10
int CastList_Internal_Injected(long _unity_self, ref Vector2& direction, float distance, ref BlittableListWrapper& results)PrivateStatic0x18
int CastFilteredArray_Internal_Injected(long _unity_self, ref Vector2& direction, float distance, ref ContactFilter2D& contactFilter, ref ManagedSpanWrapper& results)PrivateStatic0x1C
int CastFilteredList_Internal_Injected(long _unity_self, ref Vector2& direction, float distance, ref ContactFilter2D& contactFilter, ref BlittableListWrapper& results)PrivateStatic0x1C
int CastFrom_Internal_Injected(long _unity_self, ref Vector2& position, float angle, ref Vector2& direction, float distance, ref BlittableListWrapper& results)PrivateStatic0x18
int CastFromFiltered_Internal_Injected(long _unity_self, ref Vector2& position, float angle, ref Vector2& direction, float distance, ref ContactFilter2D& contactFilter, ref BlittableListWrapper& results)PrivateStatic0x1C
int OverlapArray_Internal_Injected(long _unity_self, ref ContactFilter2D& contactFilter, const Collider2D[]& results)PrivateStatic0x1C
int OverlapList_Internal_Injected(long _unity_self, List<UnityEngine.Collider2D> results)PrivateStatic0x08
int OverlapFilteredList_Internal_Injected(long _unity_self, ref ContactFilter2D& contactFilter, List<UnityEngine.Collider2D> results)PrivateStatic0x1C
int OverlapFromList_Internal_Injected(long _unity_self, ref Vector2& position, float angle, List<UnityEngine.Collider2D> results)PrivateStatic0x08
int OverlapFromFilteredList_Internal_Injected(long _unity_self, ref Vector2& position, float angle, ref ContactFilter2D& contactFilter, List<UnityEngine.Collider2D> results)PrivateStatic0x1C

Used by 22

types with a member, parameter or interface of this type