# OverlapCapsuleAll(Vector2, Vector2, CapsuleDirection2D, float, int, float, float)

> Get a list of all Colliders that fall within a capsule area.

## Definition

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

```csharp
public static Collider2D[] OverlapCapsuleAll(Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, int layerMask, float minDepth, float maxDepth)
```

### Parameters

**** (\[Vector2]\(/engine/6000.0/script-reference/unityengine/vector2)): The center of the capsule.**** (\[Vector2]\(/engine/6000.0/script-reference/unityengine/vector2)): The size of the capsule.**** (\[CapsuleDirection2D]\(/engine/6000.0/script-reference/unityengine/capsuledirection2d)): The direction of the capsule.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The angle of the capsule.**** (\[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 cast results returned. |

### Remarks

This function is similar to [Physics2D.OverlapCapsule](/engine/6000.0/script-reference/unityengine/physics2d/overlapcapsule.md) except that all Colliders that fall within the capsule 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 OverlapCapsuleNonAlloc to avoid this overhead if you need to make the check frequently.

Additional Resources: [Physics2D.OverlapCapsule](/engine/6000.0/script-reference/unityengine/physics2d/overlapcapsule.md), OverlapCapsuleNonAlloc.
