# OverlapCapsule(Vector3, Vector3, float, int, QueryTriggerInteraction)

> Check the given capsule against the physics world and return all overlapping colliders.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.5/script-reference/unityengine.md)
* **Assembly:** UnityEngine.PhysicsModule

```csharp
public static Collider[] OverlapCapsule(Vector3 point0, Vector3 point1, float radius, int layerMask, QueryTriggerInteraction queryTriggerInteraction)
```

### Parameters

**** (\[Vector3]\(/engine/6000.5/script-reference/unityengine/vector3)): The center of the sphere at the `start` of the capsule.**** (\[Vector3]\(/engine/6000.5/script-reference/unityengine/vector3)): The center of the sphere at the `end` of the capsule.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The radius of the capsule.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): A [Layer mask](/engine/6000.5/manual/working-with-gameobjects/layers.md) that is used to selectively filter which colliders are considered when casting a capsule.**** (\[QueryTriggerInteraction]\(/engine/6000.5/script-reference/unityengine/querytriggerinteraction)): Specifies whether this query should hit Triggers.

### Returns

| Type                                                                    | Description                               |
| ----------------------------------------------------------------------- | ----------------------------------------- |
| [Collider\[\]](/engine/6000.5/script-reference/unityengine/collider.md) | Colliders touching or inside the capsule. |
