| BakeMesh | Prepares the mesh for use with a MeshCollider and uses default cooking options. |
| BoxCast | Casts the box along a ray and returns detailed information on what was hit. |
| BoxCastAll | Like Physics.BoxCast, but returns all hits. |
| BoxCastNonAlloc | Cast the box along the direction, and store hits in the provided buffer. |
| CapsuleCast | Casts a capsule against all colliders in the Scene and returns detailed information on what was hit. |
| CapsuleCastAll | Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects. |
| CapsuleCastNonAlloc | Casts a capsule against all colliders in the Scene and returns detailed information on what was hit into the buffer. |
| CheckBox | Check whether the given box overlaps with other colliders or not. |
| CheckCapsule | Checks if any colliders overlap a capsule-shaped volume in world space. |
| CheckSphere | Returns true if there are any colliders overlapping the sphere defined by and in world coordinates. |
| ClosestPoint | Returns a point on the given collider that is closest to the specified location. |
| ComputePenetration | Compute the minimal translation required to separate the given colliders apart at specified poses. |
| GetIgnoreCollision | Checks whether the collision detection system will ignore all collisions/triggers between and or not. |
| GetIgnoreLayerCollision | Are collisions between and being ignored? |
| IgnoreCollision | Makes the collision detection system ignore all collisions between and . |
| IgnoreLayerCollision | Makes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2. |
| Linecast | Returns true if there is any collider intersecting the line between and . |
| OverlapBox | Find all colliders touching or inside of the given box. |
| OverlapBoxNonAlloc | Find all colliders touching or inside of the given box, and store them into the buffer. |
| OverlapCapsule | Check the given capsule against the physics world and return all overlapping colliders. |
| OverlapCapsuleNonAlloc | Check the given capsule against the physics world and return all overlapping colliders in the user-provided buffer. |
| OverlapSphere | Computes and stores colliders touching or inside the sphere. |
| OverlapSphereNonAlloc | Computes and stores colliders touching or inside the sphere into the provided buffer. |
| Raycast | Same as above using /ray.origin/ and /ray.direction/ instead of and . |
| RaycastAll | Casts a ray through the Scene and returns all hits. Note that order of the results is undefined. |
| RaycastNonAlloc | Cast a ray through the Scene and store the hits into the buffer. |
| RebuildBroadphaseRegions | Rebuild the broadphase interest regions as well as set the world boundaries. |
| Simulate | Simulate physics in the Scene. |
| SphereCast | Casts a sphere along a ray and returns detailed information on what was hit. |
| SphereCastAll | Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. |
| SphereCastNonAlloc | Cast sphere along the direction and store the results into buffer. |
| SyncTransforms | Apply Transform changes to the physics engine. |