Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


OverlapArea

Checks an area (non-rotated box) against Colliders in the PhysicsScene2D, returning the first intersection only.
Read time 6 minutesLast updated 13 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.Physics2DModule

OverlapArea(Vector2, Vector2, int)

Checks an area (non-rotated box) against Colliders in the PhysicsScene2D, returning the first intersection only.
public Collider2D OverlapArea(Vector2 pointA, Vector2 pointB, int layerMask = -5)

Parameters

pointA

One corner of the rectangle.

pointB

The corner of the rectangle diagonally opposite the pointA corner.

layerMask

Filter to check objects only on specific layers.

Returns

Type

Description

Collider2DThe collider overlapping the area.

Remarks

An "OverlapArea" is conceptually like looking at the Scene through a rectangular shape to determine what can be seen. Any Collider2D seen can be detected and reported.
This function returns a Collider2D that overlaps the area or NULL if nothing overlaps.
The layerMask can be used to detect objects selectively only on certain layers (this allows you to apply the detection only to enemy characters, for example). Overloads of this method that use
contactFilter
can filter the results by the options available in ContactFilter2D.

OverlapArea(Vector2, Vector2, ContactFilter2D)

Checks an area (non-rotated box) against Colliders in the PhysicsScene2D, returning the first intersection only.
public Collider2D OverlapArea(Vector2 pointA, Vector2 pointB, ContactFilter2D contactFilter)

Parameters

pointA

One corner of the rectangle.

pointB

The corner of the rectangle diagonally opposite the pointA corner.

contactFilter

The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing.

Returns

Type

Description

Collider2DThe collider overlapping the area.

Remarks

An "OverlapArea" is conceptually like looking at the Scene through a rectangular shape to determine what can be seen. Any Collider2D seen can be detected and reported.
This function returns a Collider2D that overlaps the area or NULL if nothing overlaps.
The layerMask can be used to detect objects selectively only on certain layers (this allows you to apply the detection only to enemy characters, for example). Overloads of this method that use
contactFilter
can filter the results by the options available in ContactFilter2D.

OverlapArea(Vector2, Vector2, Collider2D[], int)

Checks an area (non-rotated box) against Colliders in the PhysicsScene2D, returning all intersections.
public int OverlapArea(Vector2 pointA, Vector2 pointB, Collider2D[] results, int layerMask = -5)

Parameters

pointA

One corner of the rectangle.

pointB

The corner of the rectangle diagonally opposite the pointA corner.

The array to receive results. The size of the array determines the maximum number of results that can be returned.

layerMask

Filter to check objects only on specific layers.

Returns

Type

Description

intReturns the number of results placed in the
results
array.

Remarks

An "OverlapArea" is conceptually like looking at the Scene through a rectangular shape to determine what can be seen. Any Collider2D seen can be detected and reported.
This function returns an array of Collider2D that overlap the area.
The integer return value is the number of objects that intersect the area (possibly zero) but the results array will not be resized if it doesn't contain enough elements to report all the results. The significance of this is that no memory is allocated for the results and so garbage collection performance is improved. Note that you will always get zero results if you pass an empty array.
The layerMask can be used to detect objects selectively only on certain layers (this allows you to apply the detection only to enemy characters, for example). Overloads of this method that use
contactFilter
can filter the results by the options available in ContactFilter2D.

OverlapArea(Vector2, Vector2, ContactFilter2D, Collider2D[])

Checks an area (non-rotated box) against Colliders in the PhysicsScene2D, returning all intersections.
public int OverlapArea(Vector2 pointA, Vector2 pointB, ContactFilter2D contactFilter, Collider2D[] results)

Parameters

pointA

One corner of the rectangle.

pointB

The corner of the rectangle diagonally opposite the pointA corner.

contactFilter

The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the 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

intReturns the number of results placed in the
results
array.

Remarks

An "OverlapArea" is conceptually like looking at the Scene through a rectangular shape to determine what can be seen. Any Collider2D seen can be detected and reported.
This function returns an array of Collider2D that overlap the area.
The integer return value is the number of objects that intersect the area (possibly zero) but the results array will not be resized if it doesn't contain enough elements to report all the results. The significance of this is that no memory is allocated for the results and so garbage collection performance is improved. Note that you will always get zero results if you pass an empty array.
The layerMask can be used to detect objects selectively only on certain layers (this allows you to apply the detection only to enemy characters, for example). Overloads of this method that use
contactFilter
can filter the results by the options available in ContactFilter2D.

OverlapArea(Vector2, Vector2, ContactFilter2D, List<Collider2D>)

Checks an area (non-rotated box) against Colliders in the PhysicsScene2D, returning all intersections.
public int OverlapArea(Vector2 pointA, Vector2 pointB, ContactFilter2D contactFilter, List<Collider2D> results)

Parameters

pointA

One corner of the rectangle.

pointB

The corner of the rectangle diagonally opposite the pointA corner.

contactFilter

The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing.

The list to receive results.

Returns

Type

Description

intReturns the number of results placed in the
results
list.

Remarks

An "OverlapArea" is conceptually like looking at the Scene through a rectangular shape to determine what can be seen. Any Collider2D seen can be detected and reported.
This function returns a list of Collider2D that overlap the area.
The integer return value is the number of results written into the
results
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
results
list does not need to be resized, and improves garbage collection performance when the query is performed frequently.
The results can also be filtered by the
contactFilter
.

OverlapArea(Vector2, Vector2, ContactFilter2D, Allocator)

Checks an area (non-rotated box) against Colliders in the PhysicsScene2D, returning all intersections.
public readonly ColliderArray2D OverlapArea(Vector2 pointA, Vector2 pointB, ContactFilter2D contactFilter, Allocator allocator = Allocator.Temp)

Parameters

pointA

One corner of the rectangle.

pointB

The corner of the rectangle diagonally opposite the pointA corner.

contactFilter

The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing.

allocator

The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.

Returns

Type

Description

ColliderArray2DA collection of Collider2D containing the results. The collection does not allocate any managed memory but must be disposed of.

Remarks

An "OverlapArea" is conceptually like looking at the Scene through a rectangular 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
.