OverlapBox
Checks if a Collider falls within a box area.
Read time 3 minutesLast updated 6 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.Physics2DModule
OverlapBox(Vector2, Vector2, float, int, float, float)
Checks if a Collider falls within a box area.
public static Collider2D OverlapBox(Vector2 point, Vector2 size, float angle, int layerMask, float minDepth, float maxDepth)
Parameters
The center of the box.
The full size of the box.
The angle of the box (in degrees).
Filter to check objects only on specific layers.
Only include objects with a Z coordinate (depth) greater than this value.
Only include objects with a Z coordinate (depth) less than this value.
Returns
Type | Description |
|---|---|
| Collider2D | The Collider overlapping the box. |
Remarks
The box is defined by its center coordinate in world space and by its size. 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 box then the one returned will be the one with the lowest Z coordinate value. Null is returned if there are no Colliders in the box.
Additional Resources: Physics2D.OverlapBoxAll.
OverlapBox(Vector2, Vector2, float, ContactFilter2D, Collider2D[])
Checks if a Collider falls within a box area.
public static int OverlapBox(Vector2 point, Vector2 size, float angle, ContactFilter2D contactFilter, Collider2D[] results)
Parameters
The center of the box.
The full size of the box.
The angle of the box (in degrees).
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.
The array to receive results. The size of the array determines the maximum number of results that can be returned.
Returns
Type | Description |
|---|---|
| int | Returns the number of results placed in the |
Remarks
This function returns the number of Colliders found and places those Colliders in the array.
resultsOverlapBox(Vector2, Vector2, float, ContactFilter2D, List<Collider2D>)
Checks if a Collider falls within a box area.
public static int OverlapBox(Vector2 point, Vector2 size, float angle, ContactFilter2D contactFilter, List<Collider2D> results)
Parameters
The center of the box.
The full size of the box.
The angle of the box (in degrees).
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.
The list to receive results.
Returns
Type | Description |
|---|---|
| int | Returns the number of results placed in the |
Remarks
The integer return value is the number of results written into the 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 list does not need to be resized, and improves garbage collection performance when the query is performed frequently.
resultsresultsOverlapBox(Vector2, Vector2, float, ContactFilter2D, Allocator)
Checks a box against Colliders in the scene, returning all intersections.
public static ColliderArray2D OverlapBox(Vector2 point, Vector2 size, float angle, ContactFilter2D contactFilter, Allocator allocator = Allocator.Temp)
Parameters
The center of the box.
The full size of the box.
The angle of the box (in degrees).
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.
The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.
Returns
Type | Description |
|---|---|
| ColliderArray2D | A collection of Collider2D containing the results. The collection does not allocate any managed memory but must be disposed of. |
Remarks
An "OverlapBox" is conceptually like looking at the Scene through a box shape to determine what can be seen. Any Collider2D seen can be detected and reported.
This function returns a collection of Collider2D in a ColliderArray2D. The collection does not allocate any managed memory but must be disposed of.
The results can also be filtered by the .
contactFilter