AddOrUpdateContinuousInteractionResult(IImpactObject impactObject, IContinuousInteractionResult result) | Impact.ImpactManagerInstance | static |
ClearInstance(ImpactManager inst) | Impact.ImpactManagerInstance | static |
CreateInteractionResultPool< T >(string key) | Impact.ImpactManagerInstance | static |
GetInstance(bool createIfNull=true) | Impact.ImpactManagerInstance | static |
HasActiveContinuousInteractionWithKey(long key) (defined in Impact.ImpactManagerInstance) | Impact.ImpactManagerInstance | static |
HasReachedContinuousInteractionLimit() | Impact.ImpactManagerInstance | static |
HasReachedPhysicsInteractionsLimit() | Impact.ImpactManagerInstance | static |
IncrementPhysicsInteractionsLimit() | Impact.ImpactManagerInstance | static |
InteractionResultBuffer | Impact.ImpactManagerInstance | static |
MaterialCompositionBuffer | Impact.ImpactManagerInstance | static |
ProcessContinuousInteraction< T >(T interactionData, IImpactObject impactObject) | Impact.ImpactManagerInstance | static |
ProcessContinuousInteraction< T >(T interactionData, IImpactMaterial material, IImpactObject impactObject) | Impact.ImpactManagerInstance | static |
ProcessInteraction< T >(T interactionData, IImpactObject impactObject) | Impact.ImpactManagerInstance | static |
ProcessInteraction< T >(T interactionData, IImpactMaterial impactMaterial, IImpactObject impactObject) | Impact.ImpactManagerInstance | static |
SetInstance(ImpactManager inst) | Impact.ImpactManagerInstance | static |
TryGetImpactMaterialFromMapping(Collider collider, out IImpactMaterial impactMaterial) | Impact.ImpactManagerInstance | static |
TryGetImpactMaterialFromMapping(Collider2D collider2d, out IImpactMaterial impactMaterial) | Impact.ImpactManagerInstance | static |
TryGetImpactMaterialFromMapping(int physicsMaterialInstanceId, out IImpactMaterial impactMaterial) | Impact.ImpactManagerInstance | static |
TryGetInteractionResultFromPool< T >(string key, out T obj) | Impact.ImpactManagerInstance | static |
UseMaterialMapping | Impact.ImpactManagerInstance | static |