Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


OverlapCollider

Checks a Collider against Colliders in the PhysicsScene2D, returning all intersections.
Read time 9 minutesLast updated 12 days ago

Definition

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

OverlapCollider(Collider2D, Collider2D[], int)

Checks a Collider against Colliders in the PhysicsScene2D, returning all intersections.
public static int OverlapCollider(Collider2D collider, Collider2D[] results, int layerMask = -5)

Parameters

collider

The Collider that defines the area used to query for other Collider overlaps.

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 "OverlapCollider" is conceptually like looking at the Scene through a Collider shape to determine what can be seen. Any Collider2D seen can be detected and reported.
The integer return value is the number of objects that intersect the box (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.

OverlapCollider(Collider2D, ContactFilter2D, Collider2D[])

Checks a Collider against Colliders in the PhysicsScene2D, returning all intersections.
public static int OverlapCollider(Collider2D collider, ContactFilter2D contactFilter, Collider2D[] results)

Parameters

collider

The Collider that defines the area used to query for other Collider overlaps.

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 "OverlapCollider" is conceptually like looking at the Scene through a Collider shape to determine what can be seen. Any Collider2D seen can be detected and reported.
The integer return value is the number of objects that intersect the box (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.

OverlapCollider(Collider2D, List<Collider2D>)

Checks a Collider against Colliders in the PhysicsScene2D, returning all intersections.
public static int OverlapCollider(Collider2D collider, List<Collider2D> results)

Parameters

collider

The Collider that defines the area used to query for other Collider overlaps.

The list to receive results.

Returns

Type

Description

intThe list to receive results.

Remarks

An "OverlapCollider" is conceptually like looking at the Scene through a Collider shape to determine what can be seen. Any Collider2D seen can be detected and reported.
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.

OverlapCollider(Collider2D, ContactFilter2D, List<Collider2D>)

Checks a Collider against Colliders in the PhysicsScene2D, returning all intersections.
public static int OverlapCollider(Collider2D collider, ContactFilter2D contactFilter, List<Collider2D> results)

Parameters

collider

The Collider that defines the area used to query for other Collider overlaps.

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 "OverlapCollider" is conceptually like looking at the Scene through a Collider shape to determine what can be seen. Any Collider2D seen can be detected and reported.
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
.

OverlapCollider(Vector2, float, Collider2D, List<Collider2D>)

Checks a Collider against Colliders in the PhysicsScene2D, returning all intersections.
public static int OverlapCollider(Vector2 position, float angle, Collider2D collider, List<Collider2D> results)

Parameters

position

The position at which to overlap the Collider.

angle

The angle of at which to overlap the Collider (in degrees).

collider

The Collider that defines the area used to query for other Collider overlaps.

The list to receive results.

Returns

Type

Description

intThe list to receive results.

Remarks

An "OverlapCollider" is conceptually like looking at the Scene through a Collider shape to determine what can be seen. Any Collider2D seen can be detected and reported.
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.
NOTE: The
position
and
angle
used here represent the position of the Rigidbody2D the Collider2D is attached to. If the Collider2D is offset from the center of mass then the Collider2D will be overlapped at the same offset. This can be confusing so it is recommened that only Collider2D that align with the center of mass are used. If not then you must take this into account. If the Collider2D is not attached to a Rigidbody2D, this call cannot be used and will result in a warning.

OverlapCollider(Vector2, float, Collider2D, ContactFilter2D, List<Collider2D>)

Checks a Collider against Colliders in the PhysicsScene2D, returning all intersections.
public static int OverlapCollider(Vector2 position, float angle, Collider2D collider, ContactFilter2D contactFilter, List<Collider2D> results)

Parameters

position

The position at which to overlap the Collider.

angle

The angle of at which to overlap the Collider (in degrees).

collider

The Collider that defines the area used to query for other Collider overlaps.

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

intThe list to receive results.

Remarks

An "OverlapCollider" is conceptually like looking at the Scene through a Collider shape to determine what can be seen. Any Collider2D seen can be detected and reported.
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
.
NOTE: The
position
and
angle
used here represent the position of the Rigidbody2D the Collider2D is attached to. If the Collider2D is offset from the center of mass then the Collider2D will be overlapped at the same offset. This can be confusing so it is recommened that only Collider2D that align with the center of mass are used. If not then you must take this into account. If the Collider2D is not attached to a Rigidbody2D, this call cannot be used and will result in a warning.

OverlapCollider(Collider2D, ContactFilter2D, Allocator)

Checks a Collider against Colliders in the PhysicsScene2D, returning all intersections.
public static ColliderArray2D OverlapCollider(Collider2D collider, ContactFilter2D contactFilter, Allocator allocator = Allocator.Temp)

Parameters

collider

The Collider that defines the area used to query for other Collider overlaps.

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 "OverlapCollider" is conceptually like looking at the Scene through a Collider 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
.

OverlapCollider(Vector2, float, Collider2D, ContactFilter2D, Allocator)

Checks a Collider against Colliders in the PhysicsScene2D, returning all intersections.
public static ColliderArray2D OverlapCollider(Vector2 position, float angle, Collider2D collider, ContactFilter2D contactFilter, Allocator allocator = Allocator.Temp)

Parameters

position

The position at which to overlap the Collider.

angle

The angle of at which to overlap the Collider (in degrees).

collider

The Collider that defines the area used to query for other Collider overlaps.

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 "OverlapCollider" is conceptually like looking at the Scene through a Collider 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
.
NOTE: The
position
and
angle
used here represent the position of the Rigidbody2D the Collider2D is attached to. If the Collider2D is offset from the center of mass then the Collider2D will be overlapped at the same offset. This can be confusing so it is recommened that only Collider2D that align with the center of mass are used. If not then you must take this into account. If the Collider2D is not attached to a Rigidbody2D, this call cannot be used and will result in a warning.