# OverlapPoint

> Returns all shapes that overlap the provided point. This first converts the shape to a PhysicsShape.ShapeProxy and uses PhysicsWorld.TestOverlapShapeProxy. See PhysicsQuery.QueryFilter, PhysicsQuery.WorldOverlapResult and Allocator.

## Definition

* **Type:** Method
* **Namespace:** [Unity.U2D.Physics](/engine/6000.7/script-reference/unity/u2d/physics.md)
* **Assembly:** UnityEngine.PhysicsCore2DModule

## OverlapPoint(Vector2, QueryFilter, Allocator)

Returns all shapes that overlap the provided point. This first converts the shape to a [PhysicsShape.ShapeProxy](/engine/6000.7/script-reference/unity/u2d/physics/physicsshape/shapeproxy.md) and uses [PhysicsWorld.TestOverlapShapeProxy](/engine/6000.7/script-reference/unity/u2d/physics/physicsworld/testoverlapshapeproxy.md). See [PhysicsQuery.QueryFilter](/engine/6000.7/script-reference/unity/u2d/physics/physicsquery/queryfilter.md), [PhysicsQuery.WorldOverlapResult](/engine/6000.7/script-reference/unity/u2d/physics/physicsquery/worldoverlapresult.md) and [Allocator](/engine/6000.7/script-reference/unity/collections/allocator.md).

```csharp
public NativeArray<PhysicsQuery.WorldOverlapResult> OverlapPoint(Vector2 point, PhysicsQuery.QueryFilter filter, Allocator allocator = Allocator.Temp)
```

### Parameters

**** (\[Vector2]\(/engine/6000.7/script-reference/unityengine/vector2)): The point used to check overlap. This must be in world-space.**** (\[QueryFilter]\(/engine/6000.7/script-reference/unity/u2d/physics/physicsquery/queryfilter)): The filter to control what results are returned.**** (\[Allocator]\(/engine/6000.7/script-reference/unity/collections/allocator)): The memory allocator to use for the results. This can only be [Allocator.Temp](/engine/6000.7/script-reference/unity/collections/allocator/temp.md), [Allocator.TempJob](/engine/6000.7/script-reference/unity/collections/allocator/tempjob.md) or [Allocator.Persistent](/engine/6000.7/script-reference/unity/collections/allocator/persistent.md).

### Returns

| Type                                                                                                  | Description                                                                                                                                           |
| ----------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------- |
| [NativeArray\<WorldOverlapResult>](/engine/6000.7/script-reference/unity/collections/nativearray1.md) | 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. |

## OverlapPoint(ReadOnlySpan\<Vector2>, QueryFilter, Allocator)

Returns all shapes that overlap the provided point(s). This first converts the shape to a [PhysicsShape.ShapeProxy](/engine/6000.7/script-reference/unity/u2d/physics/physicsshape/shapeproxy.md) and uses [PhysicsWorld.TestOverlapShapeProxy](/engine/6000.7/script-reference/unity/u2d/physics/physicsworld/testoverlapshapeproxy.md). See [PhysicsQuery.QueryFilter](/engine/6000.7/script-reference/unity/u2d/physics/physicsquery/queryfilter.md), [PhysicsQuery.WorldOverlapResult](/engine/6000.7/script-reference/unity/u2d/physics/physicsquery/worldoverlapresult.md) and [Allocator](/engine/6000.7/script-reference/unity/collections/allocator.md).

```csharp
public NativeArray<PhysicsQuery.WorldOverlapResult> OverlapPoint(ReadOnlySpan<Vector2> points, PhysicsQuery.QueryFilter filter, Allocator allocator = Allocator.Temp)
```

### Parameters

**** (\[ReadOnlySpan\<Vector2>]\(https\://learn.microsoft.com/dotnet/api/system.readonlyspan-1)): The points used to check overlap. These must be in world-space.**** (\[QueryFilter]\(/engine/6000.7/script-reference/unity/u2d/physics/physicsquery/queryfilter)): The filter to control what results are returned.**** (\[Allocator]\(/engine/6000.7/script-reference/unity/collections/allocator)): The memory allocator to use for the results. This can only be [Allocator.Temp](/engine/6000.7/script-reference/unity/collections/allocator/temp.md), [Allocator.TempJob](/engine/6000.7/script-reference/unity/collections/allocator/tempjob.md) or [Allocator.Persistent](/engine/6000.7/script-reference/unity/collections/allocator/persistent.md).

### Returns

| Type                                                                                                  | Description                                                                                                                                           |
| ----------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------- |
| [NativeArray\<WorldOverlapResult>](/engine/6000.7/script-reference/unity/collections/nativearray1.md) | 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. |
