Version: 2018.4
LanguageEnglish
  • C#

PhysicsScene2D.OverlapPoint

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public Collider2D OverlapPoint(Vector2 point, int layerMask = Physics2D.DefaultRaycastLayers);

Declaration

public Collider2D OverlapPoint(Vector2 point, ContactFilter2D contactFilter);

Parameters

point A point in world space.
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.

Returns

Collider2D The collider overlapping the point.

Description

Checks a point against colliders in the PhysicsScene2D, returning the first intersection only.

An "OverlapPoint" is conceptually like looking at the Scene through an infinitely small hole to determine what can be seen. Any Collider2D seen can be detected and reported.

This function returns a Collider2D that overlaps the point or NULL if nothing overlaps.

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.

This function will never detect an EdgeCollider2D as a point cannot ever perfectly overlap the infinitely thin edge defined by that collider.

See Also: PhysicsScene2D, LayerMask, Physics2D.DefaultRaycastLayers, Physics2D.IgnoreRaycastLayer, Physics2D.queriesHitTriggers, Collider2D.OverlapPoint & Rigidbody2D.OverlapPoint.


Declaration

public int OverlapPoint(Vector2 point, Collider2D[] results, int layerMask = Physics2D.DefaultRaycastLayers);

Declaration

public int OverlapPoint(Vector2 point, ContactFilter2D contactFilter, Collider2D[] results);

Parameters

point A point in world space.
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.

Returns

int Returns the number of results placed in the results array.

Description

Checks a point against colliders in the PhysicsScene2D, returning all intersections.

An "OverlapPoint" is conceptually like looking at the Scene through an infinitely small hole to determine what can be seen. Any Collider2D seen can be detected and reported.

This function returns an array of Collider2D that overlap the point.

The integer return value is the number of objects that intersect the point (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.

This function will never detect an EdgeCollider2D as a point cannot ever perfectly overlap the infinitely thin edge defined by that collider.

See Also: PhysicsScene2D, LayerMask, Physics2D.DefaultRaycastLayers, Physics2D.IgnoreRaycastLayer, Physics2D.queriesHitTriggers, Collider2D.OverlapPoint & Rigidbody2D.OverlapPoint.