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public static method OverlapCircleAll(point: Vector2, radius: float, layerMask: int = DefaultRaycastLayers, minDepth: float = -Mathf.Infinity, maxDepth: float = Mathf.Infinity): Collider2D[];
public static Collider2D[] OverlapCircleAll(Vector2 point, float radius, int layerMask = DefaultRaycastLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);


point Center of the circle.
radius Radius of the circle.
layerMask Filter to check objects only on specified layers.
minDepth Only include objects with a Z coordinate (depth) greater than or equal to this value.
maxDepth Only include objects with a Z coordinate (depth) less than or equal to this value.


Collider2D[] The cast results.


Get a list of all colliders that fall within a circular area.

This function is similar to OverlapCircle except that all colliders that fall within the circle are returned. The colliders in the returned array are sorted in order of increasing Z coordinate. An empty array is returned if there are no colliders within the circle.

Note that this function will allocate memory for the returned Collider2D array. You can use OverlapCircleNonAlloc to avoid this overhead if you need to make the check frequently.

See Also: OverlapCircle, OverlapCircleNonAlloc.

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