Version: Unity 6.4 Alpha (6000.4)
LanguageEnglish
  • C#

Physics2D.OverlapCollider

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Declaration

public static ColliderArray2D OverlapCollider(Collider2D collider, ContactFilter2D contactFilter, Unity.Collections.Allocator allocator);

Parameters

Parameter Description
collider The Collider that defines the area used to query for other Collider overlaps.
contactFilter The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.
allocator The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.

Returns

ColliderArray2D A collection of Collider2D containing the results. The collection does not allocate any managed memory but must be disposed of.

Description

Gets a list of all Colliders that overlap the given Collider.

This function returns a collection of Collider2D in a ColliderArray2D. The collection does not allocate any managed memory but must be disposed of.

The results can also be filtered by the contactFilter.


Declaration

public static ColliderArray2D OverlapCollider(Vector2 position, float angle, Collider2D collider, ContactFilter2D contactFilter, Unity.Collections.Allocator allocator);

Parameters

Parameter Description
position The position at which to overlap the Collider.
angle The angle of at which to overlap the Collider (in degrees).
collider The Collider that defines the area used to query for other Collider overlaps.
contactFilter The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.
allocator The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.

Returns

ColliderArray2D A collection of Collider2D containing the results. The collection does not allocate any managed memory but must be disposed of.

Description

Gets a list of all Colliders that overlap the given Collider.

This function returns a collection of Collider2D in a ColliderArray2D. The collection does not allocate any managed memory but must be disposed of.

The results can also be filtered by the contactFilter.


Declaration

public static int OverlapCollider(Collider2D collider, ContactFilter2D contactFilter, List<Collider2D> results);

Parameters

Parameter Description
collider The Collider that defines the area used to query for other Collider overlaps.
contactFilter The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.
results The list to receive results.

Returns

int Returns the number of results placed in the results list.

Description

Gets a list of all Colliders that overlap the given Collider.

The integer return value is the number of results written into the results list. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when the query is performed frequently.

Additional resources: Collider2D.Overlap and Rigidbody2D.Overlap.


Declaration

public static int OverlapCollider(Collider2D collider, ContactFilter2D contactFilter, Collider2D[] results);

Parameters

Parameter Description
collider The Collider that defines the area used to query for other Collider overlaps.
contactFilter The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.
results The array to receive results. The size of the array determines the maximum number of results that can be returned.

Returns

int Returns the number of results placed in the results array.

Description

Gets a list of all Colliders that overlap the given Collider.

The integer return value is the number of Colliders that overlap the Collider and which could be stored in the supplied array given its length. 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.

Additional resources: Collider2D.Overlap and Rigidbody2D.Overlap.