Version: 2022.1
LanguageEnglish
  • C#

Physics2D.OverlapBox

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 Collider2D OverlapBox(Vector2 point, Vector2 size, float angle, int layerMask = DefaultRaycastLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);

Parameters

point The center of the box.
size The size of the box.
angle The angle of the box.
layerMask Filter to check objects only on specific layers.
minDepth Only include objects with a Z coordinate (depth) greater than this value.
maxDepth Only include objects with a Z coordinate (depth) less than this value.

Returns

Collider2D The Collider overlapping the box.

Description

Checks if a Collider falls within a box area.

The box is defined by its center coordinate in world space and by its size. 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 box then the one returned will be the one with the lowest Z coordinate value. Null is returned if there are no Colliders in the box.

See Also: OverlapBoxAll, OverlapBoxNonAlloc.


Declaration

public static int OverlapBox(Vector2 point, Vector2 size, float angle, ContactFilter2D contactFilter, Collider2D[] results);

Parameters

point The center of the box.
size The size of the box.
angle The angle of the box.
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 falls within a box area.

The box is defined by its center coordinate in world space and by its size.

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.


Declaration

public static int OverlapBox(Vector2 point, Vector2 size, float angle, ContactFilter2D contactFilter, List<Collider2D> results);

Parameters

point The center of the box.
size The size of the box.
angle The angle of the box.
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 list to receive results.

Returns

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

Description

Checks if a Collider falls within a box area.

The box is defined by its center coordinate in world space and by its size.

The integer return value is the number of results written into the results list. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when the query is performed frequently.

The results can also be filtered by the contactFilter.

Note that filtering by normal angle is not available for overlap functions.