position | 球形の中心 |
radius | 球形の半径 |
layerMask | A Layer mask defines which layers of colliders to include in the query. |
queryTriggerInteraction | トリガーに設定されているものも検索対象にするか |
Collider[] 球体の内部や触れたすべてのコライダーの配列を取得します
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.
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