AbstractProtectedconstructorOptionalisInternalConstructor: booleanGets the physics settings for the scene.
The physics settings used by the scene.
Performs a sweep into the scene using a box and returns the closest found hit, if any.
Box to sweep through the scene.
Orientation of the box.
Unit direction towards which to perform the sweep.
Optionallayer: rsx.LayerMask
Layers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: number
Maximum distance at which to perform the query. Hits past this distance will not be detected.
True if something was hit, false otherwise.
Performs a sweep into the scene using a box and returns all found hits.
Box to sweep through the scene.
Orientation of the box.
Unit direction towards which to perform the sweep.
Optionallayer: rsx.LayerMask
Layers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: number
Maximum distance at which to perform the query. Hits past this distance will not be detected.
List of all detected hits.
Performs a sweep into the scene using a box and checks if it has hit anything. This can be significantly more efficient than other types of cast* calls.
Box to sweep through the scene.
Orientation of the box.
Unit direction towards which to perform the sweep.
Optionallayer: rsx.LayerMask
Layers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: number
Maximum distance at which to perform the query. Hits past this distance will not be detected.
True if something was hit, false otherwise.
Performs a sweep into the scene using a capsule and returns the closest found hit, if any.
Capsule to sweep through the scene.
Orientation of the capsule.
Unit direction towards which to perform the sweep.
Optionallayer: rsx.LayerMask
Layers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: number
Maximum distance at which to perform the query. Hits past this distance will not be detected.
True if something was hit, false otherwise.
Performs a sweep into the scene using a capsule and returns all found hits.
Capsule to sweep through the scene.
Orientation of the capsule.
Unit direction towards which to perform the sweep.
Optionallayer: rsx.LayerMask
Layers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: number
Maximum distance at which to perform the query. Hits past this distance will not be detected.
List of all detected hits.
Performs a sweep into the scene using a capsule and checks if it has hit anything. This can be significantly more efficient than other types of cast* calls.
Capsule to sweep through the scene.
Orientation of the capsule.
Unit direction towards which to perform the sweep.
Optionallayer: rsx.LayerMask
Layers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: number
Maximum distance at which to perform the query. Hits past this distance will not be detected.
True if something was hit, false otherwise.
Performs a sweep into the scene using a convex mesh and returns the closest found hit, if any.
Mesh to sweep through the scene. Must be convex.
Starting position of the mesh.
Orientation of the mesh.
Unit direction towards which to perform the sweep.
Optionallayer: rsx.LayerMask
Layers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: number
Maximum distance at which to perform the query. Hits past this distance will not be detected.
True if something was hit, false otherwise.
Performs a sweep into the scene using a convex mesh and returns all found hits.
Mesh to sweep through the scene. Must be convex.
Starting position of the mesh.
Orientation of the mesh.
Unit direction towards which to perform the sweep.
Optionallayer: rsx.LayerMask
Layers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: number
Maximum distance at which to perform the query. Hits past this distance will not be detected.
List of all detected hits.
Performs a sweep into the scene using a convex mesh and checks if it has hit anything. This can be significantly more efficient than other types of cast* calls.
Mesh to sweep through the scene. Must be convex.
Starting position of the mesh.
Orientation of the mesh.
Unit direction towards which to perform the sweep.
Optionallayer: rsx.LayerMask
Layers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: number
Maximum distance at which to perform the query. Hits past this distance will not be detected.
True if something was hit, false otherwise.
Returns a list of all colliders in the scene that overlap the provided convex mesh.
Mesh to check for overlap. Must be convex.
Position of the mesh.
Orientation of the mesh.
Optionallayer: rsx.LayerMask
Layers to consider for the query. This allows you to ignore certain groups of objects.
List of all colliders that overlap the mesh.
Checks if the provided convex mesh overlaps any other collider in the scene.
Mesh to check for overlap. Must be convex.
Position of the mesh.
Orientation of the mesh.
Optionallayer: rsx.LayerMask
Layers to consider for the query. This allows you to ignore certain groups of objects.
True if there is overlap with another object, false otherwise.
Casts a ray into the scene and returns the closest found hit, if any.
True if something was hit, false otherwise.
Casts a ray into the scene and returns the closest found hit, if any.
True if something was hit, false otherwise.
Casts a ray into the scene and returns all found hits.
List of all detected hits.
Casts a ray into the scene and returns all found hits.
Origin of the ray to cast into the scene.
Unit direction of the ray to cast into the scene.
Optionallayer: rsx.LayerMask
Layers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: number
Maximum distance at which to perform the query. Hits past this distance will not be detected.
List of all detected hits.
Casts a ray into the scene and checks if it has hit anything. This can be significantly more efficient than other types of cast* calls.
True if something was hit, false otherwise.
Casts a ray into the scene and checks if it has hit anything. This can be significantly more efficient than other types of cast* calls.
Origin of the ray to cast into the scene.
Unit direction of the ray to cast into the scene.
Optionallayer: rsx.LayerMask
Layers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: number
Maximum distance at which to perform the query. Hits past this distance will not be detected.
True if something was hit, false otherwise.
Performs a sweep into the scene using a sphere and returns the closest found hit, if any.
Sphere to sweep through the scene.
Unit direction towards which to perform the sweep.
Optionallayer: rsx.LayerMask
Layers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: number
Maximum distance at which to perform the query. Hits past this distance will not be detected.
True if something was hit, false otherwise.
Performs a sweep into the scene using a sphere and returns all found hits.
Sphere to sweep through the scene.
Unit direction towards which to perform the sweep.
Optionallayer: rsx.LayerMask
Layers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: number
Maximum distance at which to perform the query. Hits past this distance will not be detected.
List of all detected hits.
Performs a sweep into the scene using a sphere and checks if it has hit anything. This can be significantly more efficient than other types of cast* calls.
Sphere to sweep through the scene.
Unit direction towards which to perform the sweep.
Optionallayer: rsx.LayerMask
Layers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: number
Maximum distance at which to perform the query. Hits past this distance will not be detected.
True if something was hit, false otherwise.
Returns a list of all colliders in the scene that overlap the provided sphere.
List of all colliders that overlap the sphere.
Checks if the provided sphere overlaps any other collider in the scene.
True if there is overlap with another object, false otherwise.
Physical representation of a scene, allowing creation of new physical objects in the scene and queries against those objects. Objects created in different scenes cannot physically interact with each other.