• C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.


Suggest a change


Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.


Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.



Switch to Manual
public static function OverlapSphere(position: Vector3, radius: float, layerMask: int = AllLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): Collider[];
public static Collider[] OverlapSphere(Vector3 position, float radius, int layerMask = AllLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);


position Center of the sphere.
radius Radius of the sphere.
layerMask A Layer mask that is used to selectively ignore colliders when casting a ray.
queryTriggerInteraction Specifies whether this query should hit Triggers.


Returns an array with all colliders touching or inside the sphere.

NOTE: Currently this only checks against the bounding volumes of the colliders not against the actual colliders.

	// Call a damage function on all objects caught in the
	// radius of an explosion.
	function ExplosionDamage(center: Vector3, radius: float) {
		var hitColliders = Physics.OverlapSphere(center, radius);
		for (var i = 0; i < hitColliders.Length; i++) {
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void ExplosionDamage(Vector3 center, float radius) { Collider[] hitColliders = Physics.OverlapSphere(center, radius); int i = 0; while (i < hitColliders.Length) { hitColliders[i].SendMessage("AddDamage"); i++; } } }