Version: 2020.3
LanguageEnglish
  • C#

How do you use documentation throughout your workflow? Share your experience with us by taking this survey.

Physics.OverlapSphereNonAlloc

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

Submission failed

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

Close

Cancel

Declaration

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

Parameters

position Center of the sphere.
radius Radius of the sphere.
results The buffer to store the results into.
layerMask A Layer mask defines which layers of colliders to include in the query.
queryTriggerInteraction Specifies 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.