Legacy Documentation: Version 4.5.0

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Physics2D.OverlapPoint

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

Parameters

pointA point in world space.
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

Check 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.

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

See Also: OverlapArea, OverlapCircle, OverlapPointAll, OverlapPointNonAlloc.