Physics.OverlapSphere
static function OverlapSphere(position: Vector3, radius: float, layerMask: int = AllLayers): Collider[];
static Collider[] OverlapSphere(Vector3 position, float radius, int layerMask = AllLayers);
static def OverlapSphere(position as Vector3, radius as float, layerMask as int = AllLayers) as Collider[]
Description

Returns an array with all colliders touching or inside the sphere.

NOTE: Currently this only checks against the bounding volumes of the colliders not against the actual colliders.
	// Call a damage function on all objects caught in the
	// radius of an explosion.
	function ExplosionDamage(center: Vector3, radius: float) {
		var hitColliders = Physics.OverlapSphere(center, radius);
		
		for (var i = 0; i < hitColliders.Length; i++) {
			hitColliders[i].SendMessage("AddDamage");
		}
	}
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    void ExplosionDamage(Vector3 center, float radius) {
        Collider[] hitColliders = Physics.OverlapSphere(center, radius);
        int i = 0;
        while (i < hitColliders.Length) {
            hitColliders[i].SendMessage("AddDamage");
            i++;
        }
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	def ExplosionDamage(center as Vector3, radius as float) as void:
		hitColliders as (Collider) = Physics.OverlapSphere(center, radius)
		i as int = 0
		while i < hitColliders.Length:
			hitColliders[i].SendMessage('AddDamage')
			i++