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# Physics2D.OverlapArea

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public static function OverlapArea(pointA: Vector2, pointB: Vector2, layerMask: int = DefaultRaycastLayers, minDepth: float = -Mathf.Infinity, maxDepth: float = Mathf.Infinity): Collider2D;
public static Collider2D OverlapArea(Vector2 pointA, Vector2 pointB, int layerMask = DefaultRaycastLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);

## Parameters

 pointA One corner of the rectangle. pointB Diagonally opposite the point A corner of the rectangle. layerMask Filter to check objects only on specific layers. minDepth Only include objects with a Z coordinate (depth) greater than or equal to this value. maxDepth Only include objects with a Z coordinate (depth) less than or equal to this value.

## Returns

Collider2D The collider overlapping the area.

## Description

Checks if a collider falls within a rectangular area.

The rectangle is defined by two diagonally opposite corner coordinates in world space. You can think of these as top-left and bottom-right but the test will still work if the ordering of the points is reversed. The optional layerMask allows the test to check only for objects on specific layers.

Although the Z axis is not relevant for rendering or collisions in 2D, you can use the minDepth and maxDepth parameters to filter objects based on their Z coordinate. If more than one collider falls within the area then the one returned will be the one with the lowest Z coordinate value. Null is returned if there are no colliders in the area.

public static function OverlapArea(pointA: Vector2, pointB: Vector2, contactFilter: ContactFilter2D, results: Collider2D[]): int;
public static int OverlapArea(Vector2 pointA, Vector2 pointB, ContactFilter2D contactFilter, Collider2D[] results);

## Parameters

 pointA One corner of the rectangle. pointB Diagonally opposite the point A corner of the rectangle. results The array to receive results. The size of the array determines the maximum number of results that can be returned. contactFilter The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.

## Returns

int Returns the number of results placed in the `results` array.

## Description

Checks if a collider falls within a rectangular area.

The rectangle is defined by two diagonally opposite corner coordinates in world space. You can think of these as top-left and bottom-right but the test will still work if the ordering of the points is reversed.

This function returns the number of colliders found and places those colliders in the `results` array. The results can also be filtered by the `contactFilter`. Note that filtering by normal angle is not available for overlap functions.