Legacy Documentation: Version 5.3
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Physics2D.OverlapCircle

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

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static function OverlapCircle(point: Vector2, radius: float, layerMask: int = DefaultRaycastLayers, minDepth: float = -Mathf.Infinity, maxDepth: float = Mathf.Infinity): Collider2D;
public static Collider2D OverlapCircle(Vector2 point, float radius, int layerMask = DefaultRaycastLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);

Parameters

point Centre of the circle.
radius Radius of the circle.
layerMask Filter to check objects only on specific layers.
minDepth Only include objects with a Z coordinate (depth) greater than or equal to this value.
maxDepth Only include objects with a Z coordinate (depth) less than or equal to this value.

Description

Check if a collider falls within a circular area.

The circle is defined by its centre coordinate in world space and by its radius. 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 circle then the one returned will be the one with the lowest Z coordinate value. Null is returned if there are no colliders in the circle.

See Also: OverlapArea, OverlapPoint, OverlapCircleAll, OverlapCircleNonAlloc.