Physics2D.OverlapAreaNonAlloc
static function OverlapAreaNonAlloc(pointA: Vector2, pointB: Vector2, results: Collider2D[], layerMask: int = DefaultRaycastLayers, minDepth: float = -Mathf.Infinity, maxDepth: float = Mathf.Infinity): int;
static int OverlapAreaNonAlloc(Vector2 pointA, Vector2 pointB, Collider2D[] results, int layerMask = DefaultRaycastLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);
static def OverlapAreaNonAlloc(pointA as Vector2, pointB as Vector2, results as Collider2D[], layerMask as int = DefaultRaycastLayers, minDepth as float = -Mathf.Infinity, maxDepth as float = Mathf.Infinity) as int
Parameters

pointA One corner of the rectangle.
pointB Diagonally opposite corner of the rectangle.
results Array to receive results.
layerMask Filter to check objects only on specified layers.
minDepth Only include objects with a Z coordinate (depth) greater than this value.
maxDepth Only include objects with a Z coordinate (depth) less than this value.
Description

Get a list of all colliders that fall within a specified area.

This function is similar to OverlapAreaAll except that the results are returned in the supplied array. The integer return value is the number of objects that fall within 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 when the check is performed frequently.

See Also: OverlapArea, OverlapAreaAll.