Version: 2020.3
  • C#


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


position Center of the sphere.
radius Radius of the sphere.
layerMask A Layer mask defines which layers of colliders to include in the query.
queryTriggerInteraction Specifies whether this query should hit Triggers.


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


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.