Version: 2017.3

# Physics2D.OverlapCircle

マニュアルに切り替える
public static Collider2D OverlapCircle (Vector2 point, float radius, int layerMask= DefaultRaycastLayers, float minDepth= -Mathf.Infinity, float maxDepth= Mathf.Infinity);

## パラメーター

 point 円の中心 radius 円の半径 layerMask 特定レイヤーのオブジェクトのみを判定するフィルター minDepth この値以上の Z 座標（深度）を持つオブジェクトのみを含みます。 maxDepth この値以下の Z 座標（深度）を持つオブジェクトのみを含みます。

## 戻り値

Collider2D The collider overlapping the circle.

## 説明

Checks if a collider falls within a circular area.

Although the Z axis is not relevant for rendering or collisions in 2D, you can use the minDepth and maxDepth parameters to filter objects based on their Z coordinate. If more than one collider falls within the circle then the one returned will be the one with the lowest Z coordinate value. Null is returned if there are no colliders in the circle. See Also: OverlapCircleAll, OverlapCircleNonAlloc.

public static int OverlapCircle (Vector2 point, float radius, ContactFilter2D contactFilter, Collider2D[] results);

## パラメーター

 point 円の中心 radius 円の半径 contactFilter The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. results The array to receive results. The size of the array determines the maximum number of results that can be returned.

## 戻り値

int Returns the number of results placed in the `results` array.

## 説明

Checks if a collider is within a circular area.

The circle is defined by its centre coordinate in world space and by its radius.

This function returns the number of colliders found and places those colliders in the `results` array. The results can also be filtered by the `contactFilter`. Note that filtering by normal angle is not available for overlap functions.