OverlapPoint
Checks a point against Colliders in the scene, returning the first Collider it encounters.
Read time 3 minutesLast updated 6 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.Physics2DModule
OverlapPoint(Vector2, int, float, float)
Checks a point against Colliders in the scene, returning the first Collider it encounters.
public static Collider2D OverlapPoint(Vector2 point, int layerMask, float minDepth, float maxDepth)
Parameters
Returns
Type | Description |
|---|---|
| Collider2D | The Collider overlapping the point. |
Remarks
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 overlaps the point then the one returned will be the one with the lowest Z coordinate value. Null is returned if there are no Colliders over the point.
Additional Resources: Physics2D.OverlapPointAll
OverlapPoint(Vector2, ContactFilter2D, Collider2D[])
Checks a point against Colliders in the scene, returning all intersections.
public static int OverlapPoint(Vector2 point, ContactFilter2D contactFilter, Collider2D[] results)
Parameters
A point in world space.
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.
resultsOverlapPoint(Vector2, ContactFilter2D, List<Collider2D>)
Checks a point against Colliders in the scene, returning all intersections.
public static int OverlapPoint(Vector2 point, ContactFilter2D contactFilter, List<Collider2D> results)
Parameters
A point in world space.
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.
resultsresultsOverlapPoint(Vector2, ContactFilter2D, Allocator)
Checks a point against Colliders in the scene, returning all intersections.
public static ColliderArray2D OverlapPoint(Vector2 point, ContactFilter2D contactFilter, Allocator allocator = Allocator.Temp)
Parameters
A point in world space.
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 "OverlapPoint" is conceptually like looking at the Scene through an infinitely small hole 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 .
contactFilterThis function will never detect an EdgeCollider2D as a point cannot ever perfectly overlap the infinitely thin edge defined by that collider.
Additional Resources: Collider2D.OverlapPoint, Rigidbody2D.OverlapPoint