Version: 2018.3 (switch to 2019.1)
LanguageEnglish
  • C#

Physics.OverlapCapsuleNonAlloc

Suggest a change

Success!

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.

Close

Submission failed

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

Close

Cancel

public static int OverlapCapsuleNonAlloc(Vector3 point0, Vector3 point1, float radius, Collider[] results, int layerMask = AllLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

point0The center of the sphere at the start of the capsule.
point1The center of the sphere at the end of the capsule.
radiusThe radius of the capsule.
resultsThe buffer to store the results into.
layerMaskA Layer mask that is used to selectively ignore colliders when casting a capsule.
queryTriggerInteractionSpecifies whether this query should hit Triggers.

Returns

int The amount of entries written to the buffer.

Description

Check the given capsule against the physics world and return all overlapping colliders in the user-provided buffer.

Same as Physics.OverlapCapsule but does not allocate anything on the managed heap.

Did you find this page useful? Please give it a rating: