public static Collider[] OverlapSphere (Vector3 position, float radius, int layerMask= AllLayers, QueryTriggerInteraction queryTriggerInteraction= QueryTriggerInteraction.UseGlobal);

Parámetros

positionCentro de la esfera.
radiusRadio de la esfera.
layerMaskA Layer mask defines which layers of colliders to include in the query.
queryTriggerInteractionEspecifica si esta consulta debería golpear Triggers.

Valor de retorno

Collider[] Retorna un arreglo con todos los colliders que se están tocando o están dentro de la esfera.

Descripción

Computes and stores colliders touching or inside the sphere.

See Also: Physics.AllLayers. Allocates memory. Consider using Physics.OverlapSphereNonAlloc instead.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void ExplosionDamage(Vector3 center, float radius) { Collider[] hitColliders = Physics.OverlapSphere(center, radius); foreach (var hitCollider in hitColliders) { hitCollider.SendMessage("AddDamage"); } } }

See Also: Layer mask particularly "Casting Rays Selectively" for a detailed example of Layer masking.