position | Center of the sphere. |
radius | Radius of the sphere. |
results | The buffer to store the results into. |
layerMask | A Layer mask defines which layers of colliders to include in the query. |
queryTriggerInteraction | Specifies whether this query should hit Triggers. |
int
Returns the amount of colliders stored into the results
buffer.
Computes and stores colliders touching or inside the sphere into the provided buffer.
Does not attempt to grow the buffer if it runs out of space. The length of the buffer is returned when the buffer is full. Like Physics.OverlapSphere, but generates no garbage. See Also: Physics.AllLayers.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void ExplosionDamage(Vector3 center, float radius) { int maxColliders = 10; Collider[] hitColliders = new Collider[maxColliders]; int numColliders = Physics.OverlapSphereNonAlloc(center, radius, hitColliders); for (int i = 0; i < numColliders; i++) { hitColliders[i].SendMessage("AddDamage"); } } }
See Also: Layer mask particularly "Casting Rays Selectively" for a detailed example of Layer masking.