# OverlapAreaAll(Vector2, Vector2, int, float, float)

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

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.5/script-reference/unityengine.md)
* **Assembly:** UnityEngine.Physics2DModule

```csharp
public static Collider2D[] OverlapAreaAll(Vector2 pointA, Vector2 pointB, int layerMask, float minDepth, float maxDepth)
```

### Parameters

**** (\[Vector2]\(/engine/6000.5/script-reference/unityengine/vector2)): One corner of the rectangle.**** (\[Vector2]\(/engine/6000.5/script-reference/unityengine/vector2)): Diagonally opposite the point A corner of the rectangle.**** (\[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/6000.5/script-reference/unityengine/collider2d.md) | The cast results returned. |

### Remarks

This function is similar to [Physics2D.OverlapArea](/engine/6000.5/script-reference/unityengine/physics2d/overlaparea.md) except that all Colliders that fall within the area 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 area.

Note that this function will allocate memory for the returned Collider2D array.

Additional Resources: [Physics2D.OverlapArea](/engine/6000.5/script-reference/unityengine/physics2d/overlaparea.md).
