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Physics2D.OverlapCircleNonAlloc

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public static function OverlapCircleNonAlloc(point: Vector2, radius: float, results: Collider2D[], layerMask: int = DefaultRaycastLayers, minDepth: float = -Mathf.Infinity, maxDepth: float = Mathf.Infinity): int;
public static int OverlapCircleNonAlloc(Vector2 point, float radius, Collider2D[] results, int layerMask = DefaultRaycastLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);

Parameters

point Center of the circle.
radius Radius of the circle.
results Array to receive results.
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

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

Description

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

This function is similar to OverlapCircleAll except that the results are returned in the supplied array. The integer return value is the number of objects that fall within the circle and which could be stored in the supplied array given its length. 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: OverlapCircle, OverlapCircleAll.

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