OverlapCircle
Checks if a Collider falls within a circular area.
Read time 3 minutesLast updated 6 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.Physics2DModule
OverlapCircle(Vector2, float, int, float, float)
Checks if a Collider falls within a circular area.
public static Collider2D OverlapCircle(Vector2 point, float radius, int layerMask, float minDepth, float maxDepth)
Parameters
Centre of the circle.
The radius of the circle.
Filter to check objects only on specific layers.
Only include objects with a Z coordinate (depth) greater than or equal to this value.
Only include objects with a Z coordinate (depth) less than or equal to this value.
Returns
Type | Description |
|---|---|
| Collider2D | 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, Physics2D.OverlapCircle.
OverlapCircle(Vector2, float, ContactFilter2D, Collider2D[])
Checks if a Collider is within a circular area.
public static int OverlapCircle(Vector2 point, float radius, ContactFilter2D contactFilter, Collider2D[] results)
Parameters
Centre of the circle.
The radius of the circle.
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. The results can also be filtered by the . Note that filtering by normal angle is not available for overlap functions.
resultscontactFilterOverlapCircle(Vector2, float, ContactFilter2D, List<Collider2D>)
Checks if a Collider is within a circular area.
public static int OverlapCircle(Vector2 point, float radius, ContactFilter2D contactFilter, List<Collider2D> results)
Parameters
Centre of the circle.
The radius of the circle.
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.
resultsresultsOverlapCircle(Vector2, float, ContactFilter2D, Allocator)
Checks a circle against Colliders in the PhysicsScene2D, returning all intersections.
public static ColliderArray2D OverlapCircle(Vector2 point, float radius, ContactFilter2D contactFilter, Allocator allocator = Allocator.Temp)
Parameters
Centre of the circle.
The radius of the circle.
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 "OverlapCircle" is conceptually like looking at the Scene through a circle 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