OverlapShapeProxy
Returns all shapes that overlap the shape proxy. See PhysicsQuery.QueryFilter. PhysicsQuery.WorldOverlapResult and Allocator.
Read time 3 minutesLast updated 5 days ago
Definition
- Type: Method
- Namespace: Unity.U2D.Physics
- Assembly: UnityEngine.PhysicsCore2DModule
OverlapShapeProxy(ShapeProxy, QueryFilter, Allocator)
Returns all shapes that overlap the shape proxy. See PhysicsQuery.QueryFilter. PhysicsQuery.WorldOverlapResult and Allocator.
public NativeArray<PhysicsQuery.WorldOverlapResult> OverlapShapeProxy(PhysicsShape.ShapeProxy shapeProxy, PhysicsQuery.QueryFilter filter, Allocator allocator = Allocator.Temp)
Parameters
The shape proxy to use. This must be in world-space.
The filter to control what results are returned.
The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.
Returns
Type | Description |
|---|---|
| NativeArray<WorldOverlapResult> | 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. |
OverlapShapeProxy(ShapeProxy, Vector2, QueryFilter, Allocator)
Returns all shapes that overlap the shape proxy. See PhysicsQuery.QueryFilter. PhysicsQuery.WorldOverlapResult and Allocator.
public NativeArray<PhysicsQuery.WorldOverlapResult> OverlapShapeProxy(PhysicsShape.ShapeProxy shapeProxy, Vector2 origin, PhysicsQuery.QueryFilter filter, Allocator allocator = Allocator.Temp)
Parameters
The shape proxy to use. This must be in local-space, relative to .
originThe point, in world space, that the shape proxy is defined relative to. This lets the proxy be authored in a local frame instead of being translated into world space before the query.
The filter to control what results are returned.
The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.
Returns
Type | Description |
|---|---|
| NativeArray<WorldOverlapResult> | 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. |
OverlapShapeProxy(ReadOnlySpan<ShapeProxy>, QueryFilter, Allocator)
Returns all shapes that overlap the shape proxies. See PhysicsQuery.QueryFilter. PhysicsQuery.WorldOverlapResult and Allocator.
public NativeArray<PhysicsQuery.WorldOverlapResult> OverlapShapeProxy(ReadOnlySpan<PhysicsShape.ShapeProxy> shapeProxies, PhysicsQuery.QueryFilter filter, Allocator allocator = Allocator.Temp)
Parameters
The shape proxies to use. These must be in world-space.
The filter to control what results are returned.
The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.
Returns
Type | Description |
|---|---|
| NativeArray<WorldOverlapResult> | 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. |
OverlapShapeProxy(ReadOnlySpan<ShapeProxy>, Vector2, QueryFilter, Allocator)
Returns all shapes that overlap the shape proxies. See PhysicsQuery.QueryFilter. PhysicsQuery.WorldOverlapResult and Allocator.
public NativeArray<PhysicsQuery.WorldOverlapResult> OverlapShapeProxy(ReadOnlySpan<PhysicsShape.ShapeProxy> shapeProxies, Vector2 origin, PhysicsQuery.QueryFilter filter, Allocator allocator = Allocator.Temp)
Parameters
The shape proxies to use. These must be in local-space, relative to .
originThe point, in world space, that the shape proxies are defined relative to. This lets the proxies be authored in a local frame instead of being translated into world space before the query.
The filter to control what results are returned.
The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.
Returns
Type | Description |
|---|---|
| NativeArray<WorldOverlapResult> | 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. |