# OverlapCircle

> Checks if a Collider falls within a circular area.

## Definition

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

## OverlapCircle(Vector2, float, int, float, float)

Checks if a Collider falls within a circular area.

```csharp
public static Collider2D OverlapCircle(Vector2 point, float radius, int layerMask, float minDepth, float maxDepth)
```

### Parameters

**** (\[Vector2]\(/engine/6000.0/script-reference/unityengine/vector2)): Centre of the circle.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The radius of the circle.**** (\[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 or equal to this value.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): Only include objects with a Z coordinate (depth) less than or equal to this value.

### Returns

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

### Remarks

The circle is defined by its centre coordinate in world space and by its radius. 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 circle then the one returned will be the one with the lowest Z coordinate value. Null is returned if there are no Colliders in the circle. Additional Resources: [Physics2D.OverlapCircleAll](/engine/6000.0/script-reference/unityengine/physics2d/overlapcircleall.md), [Physics2D.OverlapCircle](/engine/6000.0/script-reference/unityengine/physics2d/overlapcircle.md).

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

Checks if a Collider is within a circular area.

```csharp
public static int OverlapCircle(Vector2 point, float radius, ContactFilter2D contactFilter, Collider2D[] results)
```

### Parameters

**** (\[Vector2]\(/engine/6000.0/script-reference/unityengine/vector2)): Centre of the circle.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The radius of the circle.**** (\[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.  The results can also be filtered by the contactFilter.  Note that filtering by normal angle is not available for overlap functions.

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

Checks if a Collider is within a circular area.

```csharp
public static int OverlapCircle(Vector2 point, float radius, ContactFilter2D contactFilter, List<Collider2D> results)
```

### Parameters

**** (\[Vector2]\(/engine/6000.0/script-reference/unityengine/vector2)): Centre of the circle.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The radius of the circle.**** (\[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.
