name: unity-physicscore2d-helpers-api description: Authoritative Unity 6000.5 PhysicsCore2D API reference for Helpers. Lists every type, property, field, method (with signatures, params, returns) for: PhysicsRotate, PhysicsTransform, PhysicsUserData. Use whenever working with these types in code.
Unity PhysicsCore2D API — Helpers
This skill is the auto-generated API surface for the listed types. It pre-dates Claude's training data on Unity 6000.5, so it should be treated as the source of truth for member names, signatures, and documentation strings.
Generated from Unity 6000.5.0b9 UnityEngine.PhysicsCore2DModule.xml.
Top-level types in this file: PhysicsRotate, PhysicsTransform, PhysicsUserData.
PhysicsRotate
Represents a 2D rotation.
Full name: Unity.U2D.Physics.PhysicsRotate
Docs: Unity.U2D.Physics.PhysicsRotate
Fields
| Name | Summary |
|---|---|
direction |
The rotation direction where X = cos(rotation) and Y = sin(rotation). This should always be normalized otherwise warnings will be produced when used, however this is not enforced. See and . |
Properties
| Name | Summary |
|---|---|
cos |
The cosine of the rotation angle. |
degrees |
Get the rotation, in degrees. |
down |
A rotation of -PI/2 Radians (-90 Degrees or +270 Degrees). |
identity |
The identity rotation i.e. no rotation. |
isNormalized |
Is the rotation normalized? If not, it should be normalized using . |
isValid |
Check if the rotation is valid (not NaN and Normalized). |
left |
A rotation of +PI Radians (+/- 180 Degrees). |
radians |
Get the rotation, in radians. |
right |
A rotation of zero Radians. This is the same as identity. See . |
sin |
The sine of the rotation angle. |
up |
A rotation of +PI/2 Radians (+90 Degrees). |
Methods
new()
Create an identity rotation.
new(Vector2)
Create a rotation with the specified direction.
Params:
direction— The direction to use. This cannot be zero length.
new(Quaternion, PhysicsWorld.TransformPlane)
Create a rotation with the specified .
Params:
rotation— The Quaternion rotation to use.transformPlane— The transform plane to use.
Returns: The 2D rotation extracted from the specified Quaternion.
AngularVelocity(PhysicsRotate, float)
Calculate the angular velocity necessary to rotate the current rotation and the specified rotation over a give time.
Params:
rotation— The rotation used as a calculation to rotate to.deltaTime— The delta time over which the rotation would take place.
Returns: The angular velocity required to rotate to the specified rotation.
AngularVelocity(PhysicsRotate, PhysicsRotate, float)
Calculate the angular velocity necessary to rotate between two rotations over a give time.
Params:
rotationA— The rotation to rotate from.rotationB— The rotation to rotate to.deltaTime— The delta time over which the rotation would take place.
Returns: The angular velocity required to rotate between the specified rotations.
FromDegrees(float)
Create a rotation with the specified rotation, in degrees. See .
Params:
degrees— The rotation angle specified, in degrees.
Returns: The rotation represented by the specified rotation, in degrees.
FromRadians(float)
Create a rotation with the specified rotation, in radians. See .
Params:
radians— The rotation angle specified, in radians.
Returns: The rotation represented by the specified rotation, in radians.
GetMatrix(PhysicsWorld.TransformPlane)
Calculate a rotation using the specified transform plane.
Params:
transformPlane— The transform plane to use.
Returns: The rotation matrix.
GetRelativeAngle(PhysicsRotate)
Get the relative angle between this rotation and the specified rotation. The limits of this are +/- .
Params:
rotation— The rotation to calculate the relative angle against.
Returns: The relative angle, in radians.
IntegrateRotation(float)
Integrate the rotation using the specified angle change.
Params:
deltaAngle— The angle to integrate the rotation with, in radians.
Returns: The integrated rotation.
Inverse()
Calculate a new inverse rotation of the current rotation.
Returns: The inverse rotation of the current rotation as (cosine, -sine).
InverseMultiplyRotation(PhysicsRotate)
Inverse Multiply a rotation with this rotation.
Params:
rotation— The rotation to inverse multiply by.
Returns: The result of the inverse multiply rotation.
InverseRotateVector(Vector2)
Inverse Rotate a vector.
Params:
vector— The vector to inverse rotate.
Returns: The result of the inverse vector rotation.
LerpRotation(PhysicsRotate, float)
Calculate the normalized linear interpolation of this rotation and the specified rotation using the specified interval.
Params:
rotation— The rotation to lerp with against the current rotation.interval— The lerp interval, typically in the range [0, 1]. A value outside of this range performs normalized linear extrapolation.
Returns: The normalized linear interpolation/extrapolation.
LerpRotation(PhysicsRotate, PhysicsRotate, float)
Calculate the normalized linear interpolation between two rotations using the specified fraction.
Params:
rotationA— The rotation to lerp from.rotationB— The rotation to lerp to.interval— The lerp interval, typically in the range [0, 1]. A value outside of this range performs normalized linear extrapolation.
Returns: The normalized linear interpolation/extrapolation.
MultiplyRotation(PhysicsRotate)
Multiply a rotation with this rotation.
Params:
rotation— The rotation to multiply by.
Returns: The result of the multiply rotation.
Normalized()
Create a normalized rotation.
OnAfterDeserialize()
OnBeforeSerialize()
operator explicit()
operator explicit()
operator implicit()
Rotate(float)
Calculate a new rotation of the current rotation by the specified angle.
Params:
deltaAngle— The change in angle, in radians.
RotateVector(Vector2)
Rotate a vector.
Params:
vector— The vector to rotate.
Returns: The result of the vector rotation.
ToString()
UnwindAngle(float)
Convert any angle into the range [-pi, pi].
Params:
angle— The angle to convert, in radians.
Returns: The angle converted into the range [-pi, pi].
PhysicsTransform
Represents a 2D transformation combining a translation and a .
Full name: Unity.U2D.Physics.PhysicsTransform
Docs: Unity.U2D.Physics.PhysicsTransform
Fields
| Name | Summary |
|---|---|
position |
The translation for the transformation. |
rotation |
The rotation for the transformation. |
Properties
| Name | Summary |
|---|---|
identity |
The identity transformation i.e. a transformation with no translation or rotation. |
isValid |
Check if the PhysicsTransform is valid (position is not NaN and ). |
Methods
new()
Create an identity transform.
new(Vector2)
Create a transformation with the specified translation and no rotation.
Params:
position— The translation for the transformation.
new(Vector2, PhysicsRotate)
Create a transformation with the specified translation and rotation.
Params:
position— The translation for the transformation.rotation— The rotation for the transformation.
GetPositionAndRotation(Vector2, PhysicsRotate)
Get both the position and rotation.
Params:
position— The translation for the transformation.rotation— The rotation for the transformation.
InverseMultiplyTransform(PhysicsTransform)
Inverse Multiply the specified transform with the current transform.
Params:
transform— The transform to inverse multiply with.
Returns: The resultant multiplied transform.
InverseTransformPoint(Vector2)
Inverse Transform a point using the current transform translation and rotation.
Params:
point— The point to inverse transform.
Returns: The inverse transformed point.
MultiplyTransform(PhysicsTransform)
Multiply the specified transform with the current transform.
Params:
transform— The transform to multiply with.
Returns: The resultant multiplied transform.
operator implicit()
Implicit conversion of a that represents a translation transformation with no rotation.
Params:
position— The translation for the transformation.
operator implicit()
Implicit conversion of a that represents a rotation transformation with no translation.
Params:
rotation— The translation for the transformation.
ToString()
TransformPoint(Vector2)
Transform a point using the current transform translation and rotation.
Params:
point— The point to transform.
Returns: The transformed point.
PhysicsUserData
Custom user data. The physics system doesn't use this data, it is entirely for custom use.
Full name: Unity.U2D.Physics.PhysicsUserData
Docs: Unity.U2D.Physics.PhysicsUserData
Properties
| Name | Summary |
|---|---|
boolValue |
A custom . |
floatValue |
A custom 32-bit . |
int64Value |
A custom 64-bit . |
intValue |
A custom 32-bit . |
objectValue |
A custom Unity object. To get the of the object, use . |
objectValueId |
The EntityId of a Unity object. This is the object referred to with |
physicsMaskValue |
A custom 64-bit . |
Methods
ToString()
Generated by ~/.claude/physicscore2d-api-generator/_generate.py from Unity 6000.5.0b9 UnityEngine.PhysicsCore2DModule.xml. Do not hand-edit; re-run the generator.