Version: 2019.4
LanguageEnglish
  • C#

Physics.OverlapSphere

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public static Collider[] OverlapSphere(Vector3 position, float radius, int layerMask = AllLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

positionCenter of the sphere.
radiusRadius of the sphere.
layerMaskA Layer mask defines which layers of colliders to include in the query.
queryTriggerInteractionSpecifies whether this query should hit Triggers.

Returns

Collider[] Returns an array with all colliders touching or inside the sphere.

Description

Computes and stores colliders touching or inside the sphere.

See Also: Physics.AllLayers. Allocates memory. Consider using Physics.OverlapSphereNonAlloc instead.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void ExplosionDamage(Vector3 center, float radius) { Collider[] hitColliders = Physics.OverlapSphere(center, radius); foreach (var hitCollider in hitColliders) { hitCollider.SendMessage("AddDamage"); } } }

See Also: Layer mask particularly "Casting Rays Selectively" for a detailed example of Layer masking.