# OverlapBox

> Checks if a Collider falls within a box area.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.Physics2DModule

## OverlapBox(Vector2, Vector2, float, int, float, float)

Checks if a Collider falls within a box area.

```csharp
public static Collider2D OverlapBox(Vector2 point, Vector2 size, float angle, int layerMask, float minDepth, float maxDepth)
```

### Parameters

**** (\[Vector2]\(/engine/6000.0/script-reference/unityengine/vector2)): The center of the box.**** (\[Vector2]\(/engine/6000.0/script-reference/unityengine/vector2)): The size of the box.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The angle of the box.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Filter to check objects only on specific layers.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): Only include objects with a Z coordinate (depth) greater than this value.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): Only include objects with a Z coordinate (depth) less than this value.

### Returns

| Type                                                                    | Description                       |
| ----------------------------------------------------------------------- | --------------------------------- |
| [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md) | The Collider overlapping the box. |

### Remarks

The box is defined by its center coordinate in world space and by its size. 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 falls within the box then the one returned will be the one with the lowest Z coordinate value. Null is returned if there are no Colliders in the box.

Additional Resources: [Physics2D.OverlapBoxAll](/engine/6000.0/script-reference/unityengine/physics2d/overlapboxall.md), OverlapBoxNonAlloc.

## OverlapBox(Vector2, Vector2, float, ContactFilter2D, Collider2D\[])

Checks if a Collider falls within a box area.

```csharp
public static int OverlapBox(Vector2 point, Vector2 size, float angle, ContactFilter2D contactFilter, Collider2D[] results)
```

### Parameters

**** (\[Vector2]\(/engine/6000.0/script-reference/unityengine/vector2)): The center of the box.**** (\[Vector2]\(/engine/6000.0/script-reference/unityengine/vector2)): The size of the box.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The angle of the box.**** (\[ContactFilter2D]\(/engine/6000.0/script-reference/unityengine/contactfilter2d)): The 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.**** (\[Collider2D\[]]\(/engine/6000.0/script-reference/unityengine/collider2d)): The array to receive results.  The size of the array determines the maximum number of results that can be returned.

### Returns

| Type                                                       | Description                                                |
| ---------------------------------------------------------- | ---------------------------------------------------------- |
| [int](https://learn.microsoft.com/dotnet/api/system.int32) | Returns the number of results placed in the results array. |

### Remarks

This function returns the number of Colliders found and places those Colliders in the results array.

## OverlapBox(Vector2, Vector2, float, ContactFilter2D, List\<Collider2D>)

Checks if a Collider falls within a box area.

```csharp
public static int OverlapBox(Vector2 point, Vector2 size, float angle, ContactFilter2D contactFilter, List<Collider2D> results)
```

### Parameters

**** (\[Vector2]\(/engine/6000.0/script-reference/unityengine/vector2)): The center of the box.**** (\[Vector2]\(/engine/6000.0/script-reference/unityengine/vector2)): The size of the box.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The angle of the box.**** (\[ContactFilter2D]\(/engine/6000.0/script-reference/unityengine/contactfilter2d)): The 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.**** (\[List\<Collider2D>]\(https\://learn.microsoft.com/dotnet/api/system.collections.generic.list-1)): The list to receive results.

### Returns

| Type                                                       | Description                                               |
| ---------------------------------------------------------- | --------------------------------------------------------- |
| [int](https://learn.microsoft.com/dotnet/api/system.int32) | Returns the number of results placed in the results list. |

### Remarks

The integer return value is the number of results written into the results list. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when the query is performed frequently.
