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Unity Engine


OverlapPoint

Checks a point against Colliders in the PhysicsScene2D, returning the first intersection only.
Read time 7 minutesLast updated 4 days ago

Definition

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

OverlapPoint(Vector2, int)

Checks a point against Colliders in the PhysicsScene2D, returning the first intersection only.
public Collider2D OverlapPoint(Vector2 point, int layerMask = -5)

Parameters

point

A point in world space.

layerMask

Filter to check objects only on specific layers.

Returns

Type

Description

Collider2DThe collider overlapping the point.

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 Collider2D that overlaps the point 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.
This function will never detect an EdgeCollider2D as a point cannot ever perfectly overlap the infinitely thin edge defined by that collider.

OverlapPoint(Vector2, ContactFilter2D)

Checks a point against Colliders in the PhysicsScene2D, returning the first intersection only.
public Collider2D OverlapPoint(Vector2 point, ContactFilter2D contactFilter)

Parameters

point

A point in world space.

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 point.

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 Collider2D that overlaps the point 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.
This function will never detect an EdgeCollider2D as a point cannot ever perfectly overlap the infinitely thin edge defined by that collider.

OverlapPoint(Vector2, Collider2D[], int)

Checks a point against Colliders in the PhysicsScene2D, returning all intersections.
public int OverlapPoint(Vector2 point, Collider2D[] results, int layerMask = -5)

Parameters

point

A point in world space.

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 "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 an array of Collider2D that overlap the point.
The integer return value is the number of objects that intersect the point (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.
This function will never detect an EdgeCollider2D as a point cannot ever perfectly overlap the infinitely thin edge defined by that collider.

OverlapPoint(Vector2, ContactFilter2D, Collider2D[])

Checks a point against Colliders in the PhysicsScene2D, returning all intersections.
public int OverlapPoint(Vector2 point, ContactFilter2D contactFilter, Collider2D[] results)

Parameters

point

A point in world space.

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 "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 an array of Collider2D that overlap the point.
The integer return value is the number of objects that intersect the point (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.
This function will never detect an EdgeCollider2D as a point cannot ever perfectly overlap the infinitely thin edge defined by that collider.

OverlapPoint(Vector2, ContactFilter2D, List<Collider2D>)

Checks a point against Colliders in the PhysicsScene2D, returning all intersections.
public int OverlapPoint(Vector2 point, ContactFilter2D contactFilter, List<Collider2D> results)

Parameters

point

A point in world space.

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 "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 an array of Collider2D that overlap the point.
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
.

OverlapPoint(Vector2, ContactFilter2D, Allocator)

Checks a point against Colliders in the PhysicsScene2D, returning all intersections.
public readonly ColliderArray2D OverlapPoint(Vector2 point, ContactFilter2D contactFilter, Allocator allocator = Allocator.Temp)

Parameters

point

A point in world space.

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 "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
contactFilter
.
This function will never detect an EdgeCollider2D as a point cannot ever perfectly overlap the infinitely thin edge defined by that collider.