Legacy Documentation: Version 4.5.0

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Physics2D.OverlapAreaAll

static function OverlapAreaAll(pointA: Vector2, pointB: Vector2, layerMask: int = DefaultRaycastLayers, minDepth: float = -Mathf.Infinity, maxDepth: float = Mathf.Infinity): Collider2D[];
static Collider2D[] OverlapAreaAll(Vector2 pointA, Vector2 pointB, int layerMask = DefaultRaycastLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);
static def OverlapAreaAll(pointA as Vector2, pointB as Vector2, layerMask as int = DefaultRaycastLayers, minDepth as float = -Mathf.Infinity, maxDepth as float = Mathf.Infinity) as Collider2D[]

Parameters

pointAOne corner of the rectangle.
pointBDiagonally opposite corner of the rectangle.
layerMaskFilter to check objects only on specific layers.
minDepthOnly include objects with a Z coordinate (depth) greater than this value.
maxDepthOnly include objects with a Z coordinate (depth) less than this value.

Description

Get a list of all colliders that fall within a rectangular area.

This function is similar to OverlapArea except that all colliders that fall within the area are returned. The colliders in the returned array are sorted in order of increasing Z coordinate. An empty array is returned if there are no colliders within the area.

Note that this function will allocate memory for the returned Collider2D array. You can use OverlapAreaNonAlloc to avoid this overhead if you need to make the check frequently.

See Also: OverlapArea, OverlapAreaNonAlloc.