Version: 2021.3
LanguageEnglish
  • C#

Physics2D.OverlapBoxAll

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 static Collider2D[] OverlapBoxAll(Vector2 point, Vector2 size, float angle, int layerMask = DefaultRaycastLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);

Parameters

point The center of the box.
size The size of the box.
angle The angle of the box.
layerMask Filter to check objects only on specific layers.
minDepth Only include objects with a Z coordinate (depth) greater than this value.
maxDepth Only include objects with a Z coordinate (depth) less than this value.

Returns

Collider2D[] The cast results returned.

Description

Get a list of all Colliders that fall within a box area.

This function is similar to OverlapBox except that all Colliders that fall within the box are returned. The Colliders in the returned array are sorted in order of increasing Z coordinate. An empty array is returned if there are no Colliders within the box.

Note that this function will allocate memory for the returned Collider2D array. You can use OverlapBoxNonAlloc to avoid this overhead if you need to make the check frequently.

Additional resources: OverlapBox, OverlapBoxNonAlloc.