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Physics2D.OverlapCircleNonAlloc

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public static function OverlapCircleNonAlloc(point: Vector2, radius: float, results: Collider2D[], layerMask: int = DefaultRaycastLayers, minDepth: float = -Mathf.Infinity, maxDepth: float = Mathf.Infinity): int;
public static int OverlapCircleNonAlloc(Vector2 point, float radius, Collider2D[] results, int layerMask = DefaultRaycastLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);
public static def OverlapCircleNonAlloc(point as Vector2, radius as float, results as Collider2D[], layerMask as int = DefaultRaycastLayers, minDepth as float = -Mathf.Infinity, maxDepth as float = Mathf.Infinity) as int

Parameters

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.
point Center of the circle.
radius Radius of the circle.
results Array to receive results.
layerMask Filter to check objects only on specific layers.

Returns

int The number of results returned.

Description

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

This function is similar to OverlapCircleAll except that the results are returned in the supplied array. The integer return value is the number of objects that fall within the circle (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: OverlapCircle, OverlapCircleAll.