Version: 2022.1
LanguageEnglish
  • C#

Physics2D.OverlapAreaNonAlloc

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

Declaration

public static int OverlapAreaNonAlloc(Vector2 pointA, Vector2 pointB, Collider2D[] results, 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.
results Array to receive results.
layerMask Filter to check objects only on specified 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 specified area. Note: This method will be deprecated in a future build and it is recommended to use OverlapArea instead.

This function is similar to OverlapAreaAll except that the results are returned in the supplied array. The integer return value is the number of objects that fall within the area (possibly zero) but 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: OverlapArea, OverlapAreaAll.