| Vector2 get_position() | Public+1 flags | | 0x08 |
| void set_position(const Vector2& value) | Public+1 flags | | 0x08 |
| float get_rotation() | Public+1 flags | | 0x04 |
| void set_rotation(float value) | Public+1 flags | | 0x04 |
| void SetRotation(float angle) | Public | | 0x04 |
| void SetRotation_Angle(float angle) | Private | | 0x04 |
| void SetRotation(const Quaternion& rotation) | Public | | 0x10 |
| void SetRotation_Quaternion(const Quaternion& rotation) | Private | | 0x10 |
| void MovePosition(const Vector2& position) | Public | | 0x08 |
| void MoveRotation(float angle) | Public | | 0x04 |
| void MoveRotation_Angle(float angle) | Private | | 0x04 |
| void MoveRotation(const Quaternion& rotation) | Public | | 0x10 |
| void MoveRotation_Quaternion(const Quaternion& rotation) | Private | | 0x10 |
| void MovePositionAndRotation(const Vector2& position, float angle) | Public | | 0x08 |
| void MovePositionAndRotation(const Vector2& position, const Quaternion& rotation) | Public | | 0x10 |
| void MovePositionAndRotation_Quaternion(const Vector2& position, const Quaternion& rotation) | Private | | 0x10 |
| SlideResults Slide(const Vector2& velocity, float deltaTime, const SlideMovement& slideMovement) | Public | | 0x5C |
| SlideResults Slide_Internal(const Vector2& velocity, float deltaTime, const SlideMovement& slideMovement) | Private | | 0x5C |
| Vector2 get_linearVelocity() | Public+1 flags | | 0x08 |
| void set_linearVelocity(const Vector2& value) | Public+1 flags | | 0x08 |
| float get_linearVelocityX() | Public+1 flags | | 0x04 |
| void set_linearVelocityX(float value) | Public+1 flags | | 0x04 |
| float get_linearVelocityY() | Public+1 flags | | 0x04 |
| void set_linearVelocityY(float value) | Public+1 flags | | 0x04 |
| float get_angularVelocity() | Public+1 flags | | 0x04 |
| void set_angularVelocity(float value) | Public+1 flags | | 0x04 |
| bool get_useAutoMass() | Public+1 flags | | 0x01 |
| void set_useAutoMass(bool value) | Public+1 flags | | 0x01 |
| float get_mass() | Public+1 flags | | 0x04 |
| void set_mass(float value) | Public+1 flags | | 0x04 |
| PhysicsMaterial2D get_sharedMaterial() | Public+1 flags | | 0x08 |
| void set_sharedMaterial(PhysicsMaterial2D value) | Public+1 flags | | 0x08 |
| Vector2 get_centerOfMass() | Public+1 flags | | 0x08 |
| void set_centerOfMass(const Vector2& value) | Public+1 flags | | 0x08 |
| Vector2 get_worldCenterOfMass() | Public+1 flags | | 0x08 |
| float get_inertia() | Public+1 flags | | 0x04 |
| void set_inertia(float value) | Public+1 flags | | 0x04 |
| 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_gravityScale() | Public+1 flags | | 0x04 |
| void set_gravityScale(float value) | Public+1 flags | | 0x04 |
| RigidbodyType2D get_bodyType() | Public+1 flags | | 0x04 |
| void set_bodyType(const RigidbodyType2D& value) | Public+1 flags | | 0x04 |
| void SetDragBehaviour(bool dragged) | 1 flags | | 0x01 |
| bool get_useFullKinematicContacts() | Public+1 flags | | 0x01 |
| void set_useFullKinematicContacts(bool value) | Public+1 flags | | 0x01 |
| bool get_freezeRotation() | Public+1 flags | | 0x01 |
| void set_freezeRotation(bool value) | Public+1 flags | | 0x01 |
| RigidbodyConstraints2D get_constraints() | Public+1 flags | | 0x04 |
| void set_constraints(const RigidbodyConstraints2D& value) | Public+1 flags | | 0x04 |
| bool IsSleeping() | Public | | 0x01 |
| bool IsAwake() | Public | | 0x01 |
| void Sleep() | Public | | 0x00 |
| void WakeUp() | Public | | 0x00 |
| bool get_simulated() | Public+1 flags | | 0x01 |
| void set_simulated(bool value) | Public+1 flags | | 0x01 |
| RigidbodyInterpolation2D get_interpolation() | Public+1 flags | | 0x04 |
| void set_interpolation(const RigidbodyInterpolation2D& value) | Public+1 flags | | 0x04 |
| RigidbodySleepMode2D get_sleepMode() | Public+1 flags | | 0x04 |
| void set_sleepMode(const RigidbodySleepMode2D& value) | Public+1 flags | | 0x04 |
| CollisionDetectionMode2D get_collisionDetectionMode() | Public+1 flags | | 0x04 |
| void set_collisionDetectionMode(const CollisionDetectionMode2D& value) | Public+1 flags | | 0x04 |
| int get_attachedColliderCount() | Public+1 flags | | 0x04 |
| int GetAttachedColliderCount_Internal(bool findTriggers) | Private | | 0x04 |
| Vector2 get_totalForce() | Public+1 flags | | 0x08 |
| void set_totalForce(const Vector2& value) | Public+1 flags | | 0x08 |
| float get_totalTorque() | Public+1 flags | | 0x04 |
| void set_totalTorque(float value) | Public+1 flags | | 0x04 |
| 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 |
| Matrix4x4 get_localToWorldMatrix() | Public+1 flags | | 0x40 |
| bool IsTouching(Collider2D collider) | Public | | 0x08 |
| bool IsTouching(Collider2D collider, const ContactFilter2D& contactFilter) | Public | | 0x1C |
| bool IsTouching_OtherColliderWithFilter_Internal(Collider2D collider, const ContactFilter2D& contactFilter) | Private | | 0x1C |
| bool IsTouching(const ContactFilter2D& contactFilter) | Public | | 0x1C |
| bool IsTouching_AnyColliderWithFilter_Internal(const ContactFilter2D& contactFilter) | Private | | 0x1C |
| bool IsTouchingLayers() | Public | | 0x01 |
| bool IsTouchingLayers(int layerMask) | Public | | 0x04 |
| bool OverlapPoint(const Vector2& point) | Public | | 0x08 |
| ColliderDistance2D Distance(Collider2D collider) | Public | | 0x20 |
| ColliderDistance2D Distance(const Vector2& thisPosition, float thisAngle, Collider2D collider, const Vector2& position, float angle) | Public | | 0x20 |
| ColliderDistance2D Distance_Internal(Collider2D collider) | Private | | 0x20 |
| ColliderDistance2D DistanceFrom_Internal(const Vector2& thisPosition, float thisAngle, Collider2D collider, const Vector2& position, float angle) | Private | | 0x20 |
| Vector2 ClosestPoint(const Vector2& position) | Public | | 0x08 |
| void AddForce(const Vector2& force) | Public | | 0x08 |
| void AddForce(const Vector2& force, const ForceMode2D& mode) | Public | | 0x08 |
| void AddForceX(float force, const ForceMode2D& mode) | Public | | 0x04 |
| void AddForceY(float force, const ForceMode2D& mode) | Public | | 0x04 |
| void AddForce_Internal(const Vector2& force, const ForceMode2D& mode) | Private | | 0x08 |
| void AddRelativeForce(const Vector2& relativeForce) | Public | | 0x08 |
| void AddRelativeForce(const Vector2& relativeForce, const ForceMode2D& mode) | Public | | 0x08 |
| void AddRelativeForceX(float force, const ForceMode2D& mode) | Public | | 0x04 |
| void AddRelativeForceY(float force, const ForceMode2D& mode) | Public | | 0x04 |
| void AddRelativeForce_Internal(const Vector2& relativeForce, const ForceMode2D& mode) | Private | | 0x08 |
| void AddForceAtPosition(const Vector2& force, const Vector2& position) | Public | | 0x08 |
| void AddForceAtPosition(const Vector2& force, const Vector2& position, const ForceMode2D& mode) | Public | | 0x08 |
| void AddTorque(float torque) | Public | | 0x04 |
| void AddTorque(float torque, const ForceMode2D& mode) | Public | | 0x04 |
| Vector2 GetPoint(const Vector2& point) | Public | | 0x08 |
| Vector2 GetRelativePoint(const Vector2& relativePoint) | Public | | 0x08 |
| Vector2 GetVector(const Vector2& vector) | Public | | 0x08 |
| Vector2 GetRelativeVector(const Vector2& relativeVector) | Public | | 0x08 |
| Vector2 GetPointVelocity(const Vector2& point) | Public | | 0x08 |
| Vector2 GetRelativePointVelocity(const Vector2& relativePoint) | Public | | 0x08 |
| int GetContacts(const ContactPoint2D[]& contacts) | Public | | 0x08 |
| int GetContacts(List<UnityEngine.ContactPoint2D> contacts) | Public | | 0x08 |
| int GetContacts(const ContactFilter2D& contactFilter, const ContactPoint2D[]& contacts) | Public | | 0x1C |
| int GetContacts(const ContactFilter2D& contactFilter, List<UnityEngine.ContactPoint2D> contacts) | Public | | 0x1C |
| int GetContacts(const Collider2D[]& colliders) | Public | | 0x08 |
| int GetContacts(List<UnityEngine.Collider2D> colliders) | Public | | 0x08 |
| int GetContacts(const ContactFilter2D& contactFilter, const Collider2D[]& colliders) | Public | | 0x1C |
| int GetContacts(const ContactFilter2D& contactFilter, List<UnityEngine.Collider2D> colliders) | Public | | 0x1C |
| int GetAttachedColliders(const Collider2D[]& results) | Public | | 0x08 |
| int GetAttachedColliders(List<UnityEngine.Collider2D> results) | Public | | 0x08 |
| int GetAttachedColliders(const Collider2D[]& results, bool findTriggers) | Public | | 0x08 |
| int GetAttachedColliders(List<UnityEngine.Collider2D> results, bool findTriggers) | Public | | 0x08 |
| int GetShapes(PhysicsShapeGroup2D physicsShapeGroup) | Public | | 0x08 |
| int Cast(const Vector2& direction, const RaycastHit2D[]& results) | Public | | 0x08 |
| int Cast(const Vector2& direction, const RaycastHit2D[]& results, float distance) | Public | | 0x08 |
| int Cast(const Vector2& direction, List<UnityEngine.RaycastHit2D> results, float distance) | Public | | 0x08 |
| int Cast(const Vector2& direction, const ContactFilter2D& contactFilter, const RaycastHit2D[]& results) | Public | | 0x1C |
| int Cast(const Vector2& direction, const ContactFilter2D& contactFilter, const RaycastHit2D[]& results, float distance) | Public | | 0x1C |
| int Cast(const Vector2& direction, const ContactFilter2D& contactFilter, List<UnityEngine.RaycastHit2D> results, float distance) | Public | | 0x1C |
| int Cast(const Vector2& position, float angle, const Vector2& direction, List<UnityEngine.RaycastHit2D> results, float distance) | Public | | 0x08 |
| int Cast(const Vector2& position, float angle, const Vector2& direction, const ContactFilter2D& contactFilter, List<UnityEngine.RaycastHit2D> results, float distance) | Public | | 0x1C |
| int Overlap(const ContactFilter2D& contactFilter, const Collider2D[]& results) | Public | | 0x1C |
| int Overlap(List<UnityEngine.Collider2D> results) | Public | | 0x08 |
| int Overlap(const ContactFilter2D& contactFilter, List<UnityEngine.Collider2D> results) | Public | | 0x1C |
| int Overlap(const Vector2& position, float angle, List<UnityEngine.Collider2D> results) | Public | | 0x08 |
| int Overlap(const Vector2& position, float angle, const ContactFilter2D& contactFilter, List<UnityEngine.Collider2D> results) | Public | | 0x1C |
| int GetAttachedCollidersArray_Internal(const Collider2D[]& results, bool findTriggers) | Private | | 0x08 |
| int GetAttachedCollidersList_Internal(List<UnityEngine.Collider2D> results, bool findTriggers) | Private | | 0x08 |
| int GetShapes_Internal(ref GroupState& physicsShapeGroupState) | Private | | 0x50 |
| int CastArray_Internal(const Vector2& direction, float distance, const RaycastHit2D[]& results) | Private | | 0x08 |
| int CastList_Internal(const Vector2& direction, float distance, List<UnityEngine.RaycastHit2D> results) | Private | | 0x08 |
| int CastFilteredArray_Internal(const Vector2& direction, float distance, const ContactFilter2D& contactFilter, const RaycastHit2D[]& results) | Private | | 0x1C |
| int CastFilteredList_Internal(const Vector2& direction, float distance, const ContactFilter2D& contactFilter, List<UnityEngine.RaycastHit2D> results) | Private | | 0x1C |
| int CastFrom_Internal(const Vector2& position, float angle, const Vector2& direction, float distance, List<UnityEngine.RaycastHit2D> results) | Private | | 0x08 |
| int CastFromFiltered_Internal(const Vector2& position, float angle, const Vector2& direction, float distance, const ContactFilter2D& contactFilter, List<UnityEngine.RaycastHit2D> results) | Private | | 0x1C |
| int OverlapArray_Internal(const ContactFilter2D& contactFilter, const Collider2D[]& results) | Private | | 0x1C |
| int OverlapList_Internal(List<UnityEngine.Collider2D> results) | Private | | 0x08 |
| int OverlapFilteredList_Internal(const ContactFilter2D& contactFilter, List<UnityEngine.Collider2D> results) | Private | | 0x1C |
| int OverlapFromList_Internal(const Vector2& position, float angle, List<UnityEngine.Collider2D> results) | Private | | 0x08 |
| int OverlapFromFilteredList_Internal(const Vector2& position, float angle, const ContactFilter2D& contactFilter, List<UnityEngine.Collider2D> results) | Private | | 0x1C |
| int OverlapCollider(const ContactFilter2D& contactFilter, const Collider2D[]& results) | Public | | 0x1C |
| int OverlapCollider(const ContactFilter2D& contactFilter, List<UnityEngine.Collider2D> results) | Public | | 0x1C |
| bool get_fixedAngle() | Public+1 flags | | 0x01 |
| void set_fixedAngle(bool value) | Public+1 flags | | 0x01 |
| bool get_isKinematic() | Public+1 flags | | 0x01 |
| void set_isKinematic(bool value) | Public+1 flags | | 0x01 |
| 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 |
| Vector2 get_velocity() | Public+1 flags | | 0x08 |
| void set_velocity(const Vector2& value) | Public+1 flags | | 0x08 |
| float get_velocityX() | Public+1 flags | | 0x04 |
| void set_velocityX(float value) | Public+1 flags | | 0x04 |
| float get_velocityY() | Public+1 flags | | 0x04 |
| void set_velocityY(float value) | Public+1 flags | | 0x04 |
| void .ctor() | Public+1 flags | | 0x00 |
| void get_position_Injected(long _unity_self, ref Vector2& ret) | PrivateStatic | | 0x08 |
| void set_position_Injected(long _unity_self, ref Vector2& value) | PrivateStatic | | 0x08 |
| float get_rotation_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_rotation_Injected(long _unity_self, float value) | PrivateStatic | | 0x08 |
| void SetRotation_Angle_Injected(long _unity_self, float angle) | PrivateStatic | | 0x08 |
| void SetRotation_Quaternion_Injected(long _unity_self, ref Quaternion& rotation) | PrivateStatic | | 0x10 |
| void MovePosition_Injected(long _unity_self, ref Vector2& position) | PrivateStatic | | 0x08 |
| void MoveRotation_Angle_Injected(long _unity_self, float angle) | PrivateStatic | | 0x08 |
| void MoveRotation_Quaternion_Injected(long _unity_self, ref Quaternion& rotation) | PrivateStatic | | 0x10 |
| void MovePositionAndRotation_Injected(long _unity_self, ref Vector2& position, float angle) | PrivateStatic | | 0x08 |
| void MovePositionAndRotation_Quaternion_Injected(long _unity_self, ref Vector2& position, ref Quaternion& rotation) | PrivateStatic | | 0x10 |
| void Slide_Internal_Injected(long _unity_self, ref Vector2& velocity, float deltaTime, ref SlideMovement& slideMovement, ref SlideResults& ret) | PrivateStatic | | 0x5C |
| void get_linearVelocity_Injected(long _unity_self, ref Vector2& ret) | PrivateStatic | | 0x08 |
| void set_linearVelocity_Injected(long _unity_self, ref Vector2& value) | PrivateStatic | | 0x08 |
| float get_linearVelocityX_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_linearVelocityX_Injected(long _unity_self, float value) | PrivateStatic | | 0x08 |
| float get_linearVelocityY_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_linearVelocityY_Injected(long _unity_self, float value) | PrivateStatic | | 0x08 |
| float get_angularVelocity_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_angularVelocity_Injected(long _unity_self, float value) | PrivateStatic | | 0x08 |
| bool get_useAutoMass_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_useAutoMass_Injected(long _unity_self, bool value) | PrivateStatic | | 0x08 |
| float get_mass_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_mass_Injected(long _unity_self, float value) | PrivateStatic | | 0x08 |
| long get_sharedMaterial_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_sharedMaterial_Injected(long _unity_self, long value) | PrivateStatic | | 0x08 |
| void get_centerOfMass_Injected(long _unity_self, ref Vector2& ret) | PrivateStatic | | 0x08 |
| void set_centerOfMass_Injected(long _unity_self, ref Vector2& value) | PrivateStatic | | 0x08 |
| void get_worldCenterOfMass_Injected(long _unity_self, ref Vector2& ret) | PrivateStatic | | 0x08 |
| float get_inertia_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_inertia_Injected(long _unity_self, float value) | PrivateStatic | | 0x08 |
| 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_gravityScale_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_gravityScale_Injected(long _unity_self, float value) | PrivateStatic | | 0x08 |
| RigidbodyType2D get_bodyType_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_bodyType_Injected(long _unity_self, const RigidbodyType2D& value) | PrivateStatic | | 0x08 |
| void SetDragBehaviour_Injected(long _unity_self, bool dragged) | PrivateStatic | | 0x08 |
| bool get_useFullKinematicContacts_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_useFullKinematicContacts_Injected(long _unity_self, bool value) | PrivateStatic | | 0x08 |
| bool get_freezeRotation_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_freezeRotation_Injected(long _unity_self, bool value) | PrivateStatic | | 0x08 |
| RigidbodyConstraints2D get_constraints_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_constraints_Injected(long _unity_self, const RigidbodyConstraints2D& value) | PrivateStatic | | 0x08 |
| bool IsSleeping_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| bool IsAwake_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void Sleep_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void WakeUp_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| bool get_simulated_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_simulated_Injected(long _unity_self, bool value) | PrivateStatic | | 0x08 |
| RigidbodyInterpolation2D get_interpolation_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_interpolation_Injected(long _unity_self, const RigidbodyInterpolation2D& value) | PrivateStatic | | 0x08 |
| RigidbodySleepMode2D get_sleepMode_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_sleepMode_Injected(long _unity_self, const RigidbodySleepMode2D& value) | PrivateStatic | | 0x08 |
| CollisionDetectionMode2D get_collisionDetectionMode_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_collisionDetectionMode_Injected(long _unity_self, const CollisionDetectionMode2D& value) | PrivateStatic | | 0x08 |
| int GetAttachedColliderCount_Internal_Injected(long _unity_self, bool findTriggers) | PrivateStatic | | 0x08 |
| void get_totalForce_Injected(long _unity_self, ref Vector2& ret) | PrivateStatic | | 0x08 |
| void set_totalForce_Injected(long _unity_self, ref Vector2& value) | PrivateStatic | | 0x08 |
| float get_totalTorque_Injected(long _unity_self) | PrivateStatic | | 0x08 |
| void set_totalTorque_Injected(long _unity_self, float value) | 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 get_localToWorldMatrix_Injected(long _unity_self, ref Matrix4x4& ret) | PrivateStatic | | 0x40 |
| bool IsTouching_Injected(long _unity_self, long collider) | PrivateStatic | | 0x08 |
| bool IsTouching_OtherColliderWithFilter_Internal_Injected(long _unity_self, long collider, ref ContactFilter2D& contactFilter) | PrivateStatic | | 0x1C |
| bool IsTouching_AnyColliderWithFilter_Internal_Injected(long _unity_self, ref ContactFilter2D& contactFilter) | PrivateStatic | | 0x1C |
| bool OverlapPoint_Injected(long _unity_self, ref Vector2& point) | PrivateStatic | | 0x08 |
| void Distance_Internal_Injected(long _unity_self, long collider, ref ColliderDistance2D& ret) | PrivateStatic | | 0x20 |
| void DistanceFrom_Internal_Injected(long _unity_self, ref Vector2& thisPosition, float thisAngle, long collider, ref Vector2& position, float angle, ref ColliderDistance2D& ret) | PrivateStatic | | 0x20 |
| void AddForce_Internal_Injected(long _unity_self, ref Vector2& force, const ForceMode2D& mode) | PrivateStatic | | 0x08 |
| void AddRelativeForce_Internal_Injected(long _unity_self, ref Vector2& relativeForce, const ForceMode2D& mode) | PrivateStatic | | 0x08 |
| void AddForceAtPosition_Injected(long _unity_self, ref Vector2& force, ref Vector2& position, const ForceMode2D& mode) | PrivateStatic | | 0x08 |
| void AddTorque_Injected(long _unity_self, float torque, const ForceMode2D& mode) | PrivateStatic | | 0x08 |
| void GetPoint_Injected(long _unity_self, ref Vector2& point, ref Vector2& ret) | PrivateStatic | | 0x08 |
| void GetRelativePoint_Injected(long _unity_self, ref Vector2& relativePoint, ref Vector2& ret) | PrivateStatic | | 0x08 |
| void GetVector_Injected(long _unity_self, ref Vector2& vector, ref Vector2& ret) | PrivateStatic | | 0x08 |
| void GetRelativeVector_Injected(long _unity_self, ref Vector2& relativeVector, ref Vector2& ret) | PrivateStatic | | 0x08 |
| void GetPointVelocity_Injected(long _unity_self, ref Vector2& point, ref Vector2& ret) | PrivateStatic | | 0x08 |
| void GetRelativePointVelocity_Injected(long _unity_self, ref Vector2& relativePoint, ref Vector2& ret) | PrivateStatic | | 0x08 |
| int GetAttachedCollidersArray_Internal_Injected(long _unity_self, const Collider2D[]& results, bool findTriggers) | PrivateStatic | | 0x08 |
| int GetAttachedCollidersList_Internal_Injected(long _unity_self, List<UnityEngine.Collider2D> results, bool findTriggers) | PrivateStatic | | 0x08 |
| int GetShapes_Internal_Injected(long _unity_self, ref GroupState& physicsShapeGroupState) | PrivateStatic | | 0x50 |
| int CastArray_Internal_Injected(long _unity_self, ref Vector2& direction, float distance, ref ManagedSpanWrapper& results) | PrivateStatic | | 0x10 |
| int CastList_Internal_Injected(long _unity_self, ref Vector2& direction, float distance, ref BlittableListWrapper& results) | PrivateStatic | | 0x18 |
| int CastFilteredArray_Internal_Injected(long _unity_self, ref Vector2& direction, float distance, ref ContactFilter2D& contactFilter, ref ManagedSpanWrapper& results) | PrivateStatic | | 0x1C |
| int CastFilteredList_Internal_Injected(long _unity_self, ref Vector2& direction, float distance, ref ContactFilter2D& contactFilter, ref BlittableListWrapper& results) | PrivateStatic | | 0x1C |
| int CastFrom_Internal_Injected(long _unity_self, ref Vector2& position, float angle, ref Vector2& direction, float distance, ref BlittableListWrapper& results) | PrivateStatic | | 0x18 |
| int CastFromFiltered_Internal_Injected(long _unity_self, ref Vector2& position, float angle, ref Vector2& direction, float distance, ref ContactFilter2D& contactFilter, ref BlittableListWrapper& results) | PrivateStatic | | 0x1C |
| int OverlapArray_Internal_Injected(long _unity_self, ref ContactFilter2D& contactFilter, const Collider2D[]& results) | PrivateStatic | | 0x1C |
| int OverlapList_Internal_Injected(long _unity_self, List<UnityEngine.Collider2D> results) | PrivateStatic | | 0x08 |
| int OverlapFilteredList_Internal_Injected(long _unity_self, ref ContactFilter2D& contactFilter, List<UnityEngine.Collider2D> results) | PrivateStatic | | 0x1C |
| int OverlapFromList_Internal_Injected(long _unity_self, ref Vector2& position, float angle, List<UnityEngine.Collider2D> results) | PrivateStatic | | 0x08 |
| int OverlapFromFilteredList_Internal_Injected(long _unity_self, ref Vector2& position, float angle, ref ContactFilter2D& contactFilter, List<UnityEngine.Collider2D> results) | PrivateStatic | | 0x1C |