| AddAngularImpulse(FP amount) | Quantum.PhysicsBody2D | inline |
| AddForce(FPVector2 amount, FPVector2? relativePoint=null) | Quantum.PhysicsBody2D | inline |
| AddForceAtPosition(FPVector2 force, FPVector2 position, Transform2D transform) | Quantum.PhysicsBody2D | inline |
| AddForceAtPosition(FPVector2 force, FPVector2 position, Transform2D *transform) | Quantum.PhysicsBody2D | inline |
| AddLinearImpulse(FPVector2 amount, FPVector2? relativePoint=null) | Quantum.PhysicsBody2D | inline |
| AddLinearImpulseAtPosition(FPVector2 impulse, FPVector2 position, Transform2D transform) | Quantum.PhysicsBody2D | inline |
| AddLinearImpulseAtPosition(FPVector2 impulse, FPVector2 position, Transform2D *transform) | Quantum.PhysicsBody2D | inline |
| AddTorque(FP amount) | Quantum.PhysicsBody2D | inline |
| AllowSleeping | Quantum.PhysicsBody2D | |
| AngularDrag | Quantum.PhysicsBody2D | |
| AngularVelocity | Quantum.PhysicsBody2D | |
| CenterOfMass | Quantum.PhysicsBody2D | |
| ClearForce() | Quantum.PhysicsBody2D | inline |
| ClearTorque() | Quantum.PhysicsBody2D | inline |
| ConfigFlags enum name | Quantum.PhysicsBody2D | |
| CreateDynamic(FP mass, FP drag, FP angularDrag, Boolean allowSleeping, Boolean awakenByKinematics=false, Boolean freezeRotation=false, FPVector2? centerOfMass=null, NullableFP gravityScale=default) | Quantum.PhysicsBody2D | inlinestatic |
| CreateDynamic(FP mass, FP drag=default, FP angularDrag=default, ConfigFlags bodyConfig=ConfigFlags.Default, FPVector2? centerOfMass=null, NullableFP gravityScale=default) | Quantum.PhysicsBody2D | inlinestatic |
| CreateKinematic() | Quantum.PhysicsBody2D | inlinestatic |
| Drag | Quantum.PhysicsBody2D | |
| Enabled | Quantum.PhysicsBody2D | |
| Force | Quantum.PhysicsBody2D | |
| FreezeRotation | Quantum.PhysicsBody2D | |
| GetInertia() | Quantum.PhysicsBody2D | inline |
| GetInertiaInverse() | Quantum.PhysicsBody2D | inline |
| GetPointVelocity(FPVector2 point, Transform2D *bodyTransform) | Quantum.PhysicsBody2D | inline |
| GetRelativePointVelocity(FPVector2 point, Transform2D *bodyTransform) | Quantum.PhysicsBody2D | inline |
| GravityScale | Quantum.PhysicsBody2D | |
| InertiaScale | Quantum.PhysicsBody2D | |
| InitBody(FP bodyMass, FP drag, FP angularDrag, ConfigFlags bodyConfig, FPVector2? centerOfMass=null, NullableFP gravityScale=default, NullableFP inertiaScale=default, NullableFP inertia=default) | Quantum.PhysicsBody2D | inline |
| IsAwakenedByKinematics | Quantum.PhysicsBody2D | |
| IsKinematic | Quantum.PhysicsBody2D | |
| IsSleeping | Quantum.PhysicsBody2D | |
| Mass | Quantum.PhysicsBody2D | |
| MassInverse | Quantum.PhysicsBody2D | |
| ResetCenterOfMass(FrameBase f, EntityRef entity) | Quantum.PhysicsBody2D | inline |
| ResetInertia(FrameBase frame, EntityRef entity) | Quantum.PhysicsBody2D | inline |
| Serialize(void *ptr, FrameSerializer serializer) | Quantum.PhysicsBody2D | inlinestatic |
| SetInertia(FP inertia, NullableFP resetInertiaScale=default) | Quantum.PhysicsBody2D | inline |
| SIZE | Quantum.PhysicsBody2D | static |
| Sleep() | Quantum.PhysicsBody2D | inline |
| Torque | Quantum.PhysicsBody2D | |
| UseContinuousCollisionDetection | Quantum.PhysicsBody2D | |
| Velocity | Quantum.PhysicsBody2D | |
| WakeUp() | Quantum.PhysicsBody2D | inline |