OverlapShapeProxy
Returns all shapes that overlap the shape proxy. See PhysicsQuery.QueryFilter. PhysicsQuery.WorldOverlapResult and Allocator.
Read time 2 minutesLast updated 7 days ago
Definition
- Type: Method
- Namespace: Unity.U2D.Physics
- Assembly: UnityEngine.PhysicsCore2DModule
OverlapShapeProxy(ShapeProxy, QueryFilter, Allocator)
Returns all shapes that overlap the shape proxy. See PhysicsQuery.QueryFilter. PhysicsQuery.WorldOverlapResult and Allocator.
public NativeArray<PhysicsQuery.WorldOverlapResult> OverlapShapeProxy(PhysicsShape.ShapeProxy shapeProxy, PhysicsQuery.QueryFilter filter, Allocator allocator = Allocator.Temp)
Parameters
The shape proxy to use. This must be in world-space.
The filter to control what results are returned.
The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.
Returns
Type | Description |
|---|---|
| NativeArray<WorldOverlapResult> | The query overlap results. This NativeArray must be disposed of after use otherwise leaks will occur. The exception to this is if the array is empty. |
OverlapShapeProxy(ReadOnlySpan<ShapeProxy>, QueryFilter, Allocator)
Returns all shapes that overlap the shape proxies. See PhysicsQuery.QueryFilter. PhysicsQuery.WorldOverlapResult and Allocator.
public NativeArray<PhysicsQuery.WorldOverlapResult> OverlapShapeProxy(ReadOnlySpan<PhysicsShape.ShapeProxy> shapeProxies, PhysicsQuery.QueryFilter filter, Allocator allocator = Allocator.Temp)
Parameters
The shape proxies to use. These must be in world-space.
The filter to control what results are returned.
The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.
Returns
Type | Description |
|---|---|
| NativeArray<WorldOverlapResult> | The query overlap results. This NativeArray must be disposed of after use otherwise leaks will occur. The exception to this is if the array is empty. |