| Vector3 get_velocity() | Public+1 flags | | 0x0C |
| void set_velocity(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_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 |
| float get_mass() | Public+1 flags | | 0x04 |
| void set_mass(float value) | Public+1 flags | | 0x04 |
| bool get_useGravity() | Public+1 flags | | 0x01 |
| void set_useGravity(bool value) | Public+1 flags | | 0x01 |
| bool get_isKinematic() | Public+1 flags | | 0x01 |
| void set_isKinematic(bool value) | Public+1 flags | | 0x01 |
| void set_freezeRotation(bool value) | Public+1 flags | | 0x01 |
| void set_constraints(const RigidbodyConstraints& value) | Public+1 flags | | 0x04 |
| void set_collisionDetectionMode(const CollisionDetectionMode& value) | Public+1 flags | | 0x04 |
| Vector3 get_worldCenterOfMass() | Public+1 flags | | 0x0C |
| 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 |
| void set_interpolation(const RigidbodyInterpolation& value) | Public+1 flags | | 0x04 |
| void MovePosition(const Vector3& position) | Public | | 0x0C |
| void MoveRotation(const Quaternion& rot) | Public | | 0x10 |
| void Sleep() | Public | | 0x00 |
| bool IsSleeping() | Public | | 0x01 |
| void WakeUp() | Public | | 0x00 |
| Vector3 GetPointVelocity(const Vector3& worldPoint) | Public | | 0x0C |
| void AddForce(const Vector3& force, const ForceMode& mode) | Public | | 0x0C |
| void AddForce(const Vector3& force) | Public | | 0x0C |
| void AddTorque(const Vector3& torque, const ForceMode& mode) | Public | | 0x0C |
| void AddForceAtPosition(const Vector3& force, const Vector3& position, const ForceMode& mode) | 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) | Public | | 0x0C |
| void Internal_ClosestPointOnBounds(const Vector3& point, ref Vector3& outPos, ref float& distance) | Private | | 0x0C |
| Vector3 ClosestPointOnBounds(const Vector3& position) | Public | | 0x0C |
| 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 |
| void .ctor() | Public+1 flags | | 0x00 |
| void get_velocity_Injected(ref Vector3& ret) | Private+1 flags | | 0x0C |
| void set_velocity_Injected(ref Vector3& value) | Private+1 flags | | 0x0C |
| void get_angularVelocity_Injected(ref Vector3& ret) | Private+1 flags | | 0x0C |
| void set_angularVelocity_Injected(ref Vector3& value) | Private+1 flags | | 0x0C |
| void get_worldCenterOfMass_Injected(ref Vector3& ret) | Private+1 flags | | 0x0C |
| void get_position_Injected(ref Vector3& ret) | Private+1 flags | | 0x0C |
| void set_position_Injected(ref Vector3& value) | Private+1 flags | | 0x0C |
| void get_rotation_Injected(ref Quaternion& ret) | Private+1 flags | | 0x10 |
| void set_rotation_Injected(ref Quaternion& value) | Private+1 flags | | 0x10 |
| void MovePosition_Injected(ref Vector3& position) | Private | | 0x0C |
| void MoveRotation_Injected(ref Quaternion& rot) | Private | | 0x10 |
| void GetPointVelocity_Injected(ref Vector3& worldPoint, ref Vector3& ret) | Private | | 0x0C |
| void AddForce_Injected(ref Vector3& force, const ForceMode& mode) | Private | | 0x0C |
| void AddTorque_Injected(ref Vector3& torque, const ForceMode& mode) | Private | | 0x0C |
| void AddForceAtPosition_Injected(ref Vector3& force, ref Vector3& position, const ForceMode& mode) | Private | | 0x0C |
| void AddExplosionForce_Injected(float explosionForce, ref Vector3& explosionPosition, float explosionRadius, float upwardsModifier, const ForceMode& mode) | Private | | 0x0C |
| void Internal_ClosestPointOnBounds_Injected(ref Vector3& point, ref Vector3& outPos, ref float& distance) | Private | | 0x0C |
| RaycastHit[] Internal_SweepTestAll_Injected(ref Vector3& direction, float maxDistance, const QueryTriggerInteraction& queryTriggerInteraction) | Private | | 0x0C |