physics2d
Manage Unity 2D physics: configure rigidbodies, colliders, joints, effectors, perform raycasts and overlap queries, adjust global settings.
Instructions
Manage Unity 2D Physics: rigidbodies, colliders, raycasts, joints, effectors. Actions:
get_settings: Get Physics2D global settings (gravity, iterations, etc.)
set_settings: Modify Physics2D settings
raycast: Cast a 2D ray and return hit info
overlap_circle: Find all colliders within a circle
overlap_box: Find all colliders within a box
get_rigidbodies: List all Rigidbody2D components in scene
set_rigidbody: Add/configure Rigidbody2D on a GameObject
add_force: Apply force to a Rigidbody2D
get_colliders: List all Collider2D components in scene
add_collider: Add a 2D collider to a GameObject
get_joints: List all Joint2D components in scene
get_effectors: List all Effector2D components in scene
get_layers: Get 2D collision layer matrix
set_layer_collision: Enable/disable collision between two layers
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| x | No | Center X | |
| y | No | Center Y | |
| dirX | No | Ray direction X | |
| dirY | No | Ray direction Y | |
| mass | No | Rigidbody mass | |
| angle | No | Box rotation angle | |
| sizeX | No | Box half-width | |
| sizeY | No | Box half-height | |
| action | Yes | Physics2D action to perform | |
| forceX | No | Force X component | |
| forceY | No | Force Y component | |
| ignore | No | Ignore collision between layers (true/false) | |
| layer1 | No | First layer name or index | |
| layer2 | No | Second layer name or index | |
| radius | No | Circle radius | |
| originX | No | Ray origin X | |
| originY | No | Ray origin Y | |
| bodyType | No | dynamic, kinematic, or static | |
| distance | No | Max ray distance | |
| gravityX | No | Gravity X component | |
| gravityY | No | Gravity Y component | |
| objectId | No | Instance ID of a GameObject | |
| forceMode | No | Force or Impulse | |
| isTrigger | No | Whether collider is a trigger (true/false) | |
| simulated | No | Whether rigidbody is simulated (true/false) | |
| objectPath | No | Hierarchy path of a GameObject | |
| colliderType | No | box, circle, capsule, polygon, or edge | |
| gravityScale | No | Gravity scale | |
| linearDamping | No | Linear damping | |
| angularDamping | No | Angular damping | |
| positionIterations | No | Position solver iterations | |
| queriesHitTriggers | No | Whether queries hit triggers (true/false) | |
| velocityIterations | No | Velocity solver iterations | |
| defaultContactOffset | No | Default contact offset | |
| queriesStartInColliders | No | Whether queries start in colliders (true/false) |