MagicPhysX.Toolkit A box-shaped primitive collider. The center of the box, measured in the object's local space. The size of the box, measured in the object's local space. A capsule-shaped primitive collider. The center of the capsule, measured in the object's local space. The radius of the sphere, measured in the object's local space. The height of the capsule measured in the object's local space. A base class of all colliders. The center of the plane in the object's local space. A sphere-shaped primitive collider. The center of the sphere in the object's local space. The radius of the sphere measured in the object's local space. The collision detection mode constants used for Rigidbody.collisionDetectionMode. Continuous collision detection is off for this Rigidbody. Continuous collision detection is on for colliding with static mesh geometry. Continuous collision detection is on for colliding with static and dynamic geometry. Speculative continuous collision detection is on for static and dynamic geometries Use ForceMode to specify how to apply a force using Rigidbody.AddForce or ArticulationBody.AddForce. Add a continuous force to the rigidbody, using its mass. Add an instant force impulse to the rigidbody, using its mass. Add an instant velocity change to the rigidbody, ignoring its mass. Add a continuous acceleration to the rigidbody, ignoring its mass. Receive collision and trigger events from all contact pairs except kinematic-kinematic and kinematic-static pairs. Receive collision and trigger events from kinematic-kinematic contact pairs. Receive collision and trigger events from kinematic-static contact pairs. Receive collision and trigger events from all contact pairs. A basic strong friction algorithm which typically leads to the most stable results at low solver iteration counts. This method uses only up to four scalar solver constraints per pair of touching objects. A simplification of the Coulomb friction model, in which the friction for a given point of contact is applied in the alternating tangent directions of the contact’s normal. This requires more solver iterations than patch friction but is not as accurate as the two-directional model. For Articulation bodies to work with this friction type, set the Solver Type to Temporal Gauss Seidel. Like the one-directional model, but applies friction in both tangent directions simultaneously. This requires more solver iterations but is more accurate. More expensive than patch friction for scenarios with many contact points because it is applied at every contact point. For Articulation bodies to work with this friction type, set the Solver Type to Temporal Gauss Seidel. The default PhysX solver. This solver offers a better convergence and a better handling of high-mass ratios, minimizes energy introduced when correcting penetrations and improves the resistance of joints to overstretch. It usually helps when you experience some erratic behavior during simulation with the default solver. Control of an object's position through physics simulation. The velocity vector of the rigidbody. It represents the rate of change of Rigidbody position. The angular velocity vector of the rigidbody measured in radians per second. The drag of the object. The angular drag of the object. The mass of the rigidbody. Controls whether gravity affects this rigidbody. Maximum velocity of a rigidbody when moving out of penetrating state. Controls whether physics affects the rigidbody. Controls whether physics will change the rotation of the object. Controls which degrees of freedom are allowed for the simulation of this Rigidbody. The Rigidbody's collision detection mode. The center of mass relative to the transform's origin. The center of mass of the rigidbody in world space (Read Only). The inertia tensor of this body, defined as a diagonal matrix in a reference frame positioned at this body's center of mass and rotated by Rigidbody.inertiaTensorRotation. Should collision detection be enabled? (By default always enabled). The position of the rigidbody. The rotation of the Rigidbody. The solverIterations determines how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverIterations. Must be positive. The mass-normalized energy threshold, below which objects start going to sleep. The maximimum angular velocity of the rigidbody measured in radians per second. (Default 7) range { 0, infinity }. The solverVelocityIterations affects how how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverVelocityIterations. Must be positive. Sets the mass based on the attached colliders assuming a constant density. Forces a rigidbody to sleep at least one frame. Is the rigidbody sleeping? Forces a rigidbody to wake up. Reset the center of mass of the rigidbody. Reset the inertia tensor value and rotation. Adds a force to the Rigidbody. Force vector in world coordinates. Type of force to apply. Adds a force to the Rigidbody. Force vector in world coordinates. Adds a force to the rigidbody relative to its coordinate system. Force vector in local coordinates. Type of force to apply. Adds a force to the rigidbody relative to its coordinate system. Force vector in local coordinates. Adds a torque to the rigidbody. Torque vector in world coordinates. The type of torque to apply. Adds a torque to the rigidbody. Torque vector in world coordinates. Adds a torque to the rigidbody relative to its coordinate system. Torque vector in local coordinates. Type of force to apply. Adds a torque to the rigidbody relative to its coordinate system. Torque vector in local coordinates. Applies force at position. As a result this will apply a torque and force on the object. Force vector in world coordinates. Position in world coordinates. Type of force to apply. Applies force at position. As a result this will apply a torque and force on the object. Force vector in world coordinates. Position in world coordinates. Use these flags to constrain motion of Rigidbodies. No constraints. Freeze motion along the X-axis. Freeze motion along the Y-axis. Freeze motion along the Z-axis. Freeze motion along all axes. Freeze rotation along the X-axis. Freeze rotation along the Y-axis. Freeze rotation along the Z-axis. Freeze rotation along all axes. Freeze rotation and motion along all axes.