collider | The collider that defines the area used to query for other collider overlaps. |
results | The array to receive results. The size of the array determines the maximum number of results that can be returned. |
layerMask | Filter to check objects only on specific layers. |
contactFilter | The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. |
int The collider overlapping the collider.
Checks a collider against colliders in the PhysicsScene2D, returning all intersections.
An "OverlapCollider" is conceptually like looking at the Scene through a collider shape to determine what can be seen. Any Collider2D seen can be detected and reported.
This function returns an array of Collider2D that overlap the box.
The integer return value is the number of objects that intersect the box (possibly zero) but the results array will not be resized if it doesn't contain enough elements to report all the results. The significance of this is that no memory is allocated for the results and so garbage collection performance is improved. Note that you will always get zero results if you pass an empty array.
The layerMask can be used to detect objects selectively only on certain layers (this allows you to apply the detection only to enemy characters, for example). Overloads of this method that use contactFilter
can filter the results by the options available in ContactFilter2D.
See Also: PhysicsScene2D, LayerMask, Physics2D.DefaultRaycastLayers, Physics2D.IgnoreRaycastLayer, Physics2D.queriesHitTriggers, Collider2D.OverlapCollider & Rigidbody2D.OverlapCollider.
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