position | Centro de la esfera. |
radius | Radio de la esfera. |
results | El buffer donde se almacena los resultados. |
layerMask | A Layer mask defines which layers of colliders to include in the query. |
queryTriggerInteraction | Especifica si esta consulta debería golpear Triggers. |
int
Returns the amount of colliders stored into the results
buffer.
Calcula y almacena los colliders que se tocan o están dentro de la esfera en el buffer proporcionado.
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.