Current gravity vector.
Casts an actor's collider and returns the nearest hit, if any.
Actor cast parameters
The nearest hit or null when nothing is hit
Casts an actor's collider and returns all hits sorted by distance.
Actor cast parameters
All hits sorted from nearest to farthest
Casts an actor's collider and invokes callback for every hit.
The hit passed to callback is a single object reused across
invocations and is only valid for the duration of the call. Copy any
fields you need to keep. Hits are delivered in arbitrary order.
Actor cast parameters
Invoked once per hit with a reused hit object
Returns all collider intersections for an actor's collider.
Actor overlap parameters
All overlap hits
Invokes callback for every collider intersecting an actor's collider.
Actor overlap parameters
Invoked once per overlap with a reused hit object
Invokes callback for every collider intersecting the query shape.
Overlap parameters
Invoked once per overlap with a reused hit object
Returns all collider intersections for the given query shape.
Overlap parameters
All overlap hits
Casts a ray and returns the nearest hit, if any.
The ray starts at params.origin, travels in params.direction,
and is limited by params.maxDistance.
Raycast parameters
The nearest hit or null when nothing is hit
Casts a ray and returns all hits sorted by distance.
The ray starts at params.origin, travels in params.direction,
and is limited by params.maxDistance.
Raycast parameters
All hits sorted from nearest to farthest
Casts a ray and invokes callback for every hit.
Raycast parameters
Invoked once per hit with a reused hit object
Casts a shape and returns the nearest hit, if any.
Shape cast parameters
The nearest hit or null when nothing is hit
Casts a shape and returns all hits sorted by distance.
Shape cast parameters
All hits sorted from nearest to farthest
Casts a shape and invokes callback for every hit.
Shape cast parameters
Invoked once per hit with a reused hit object
API that provides methods for performing physics queries such as raycasting and overlap tests.
Query results are based on the latest prepared physics state. That state is updated during the physics system fixed update step, so direct transform or collider changes made outside physics update are not guaranteed to be reflected immediately in query results.