public static Collider2D OverlapPoint (Vector2 point, int layerMask= DefaultRaycastLayers, float minDepth= -Mathf.Infinity, float maxDepth= Mathf.Infinity);

Parámetros

pointUn punto en el espacio del mundo.
layerMaskFiltro para revisar objetos solamente en capas especificas.
minDepthOnly include objects with a Z coordinate (depth) greater than or equal to this value.
maxDepthOnly include objects with a Z coordinate (depth) less than or equal to this value.

Valor de retorno

Collider2D The collider overlapping the point.

Descripción

Checks if a collider overlaps a point in space.

The optional layerMask allows the test to check only for objects on specific layers.

Although the Z axis is not relevant for rendering or collisions in 2D, you can use the minDepth and maxDepth parameters to filter objects based on their Z coordinate. If more than one collider overlaps the point then the one returned will be the one with the lowest Z coordinate value. Null is returned if there are no colliders over the point.

See Also: OverlapPointAll, OverlapPointNonAlloc.


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

Parámetros

pointUn punto en el espacio del mundo.
contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.
resultsThe array to receive results. The size of the array determines the maximum number of results that can be returned.

Valor de retorno

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

Descripción

Checks if a collider overlaps a point in world space.

This function returns the number of colliders found and places those colliders in the results array. The results can also be filtered by the contactFilter. Note that filtering by normal angle is not available for overlap functions.