Version: 2019.4
LanguageEnglish
  • C#

Physics.OverlapSphereNonAlloc

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

Parameters

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

Returns

int Returns the amount of colliders stored into the results buffer.

Description

Computes and stores colliders touching or inside the sphere into the provided buffer.

Does not attempt to grow the buffer if it runs out of space. The length of the buffer is returned when the buffer is full. Like Physics.OverlapSphere, but generates no garbage. See Also: Physics.AllLayers.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void ExplosionDamage(Vector3 center, float radius) { int maxColliders = 10; Collider[] hitColliders = new Collider[maxColliders]; int numColliders = Physics.OverlapSphereNonAlloc(center, radius, hitColliders); for (int i = 0; i < numColliders; i++) { hitColliders[i].SendMessage("AddDamage"); } } }

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