Version: 2018.4
LanguageEnglish
  • C#

Physics2D.OverlapPoint

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Declaration

public static Collider2D OverlapPoint(Vector2 point, int layerMask = DefaultRaycastLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);

Parameters

point A point in world space.
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 point.

Description

Checks if a collider overlaps a point in space.

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 overlaps the point then the one returned will be the one with the lowest Z coordinate value. Null is returned if there are no colliders over the point.

See Also: OverlapPointAll, OverlapPointNonAlloc.


Declaration

public static int OverlapPoint(Vector2 point, ContactFilter2D contactFilter, Collider2D[] results);

Parameters

point A point in world space.
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.
results The array to receive results. The size of the array determines the maximum number of results that can be returned.

Returns

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

Description

Checks if a collider overlaps a point in world space.

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.