public static Collider2D OverlapCapsule
(Vector2 point,
Vector2 size,
CapsuleDirection2D direction,
float angle,
int layerMask=
DefaultRaycastLayers,
float minDepth=
-Mathf.Infinity,
float maxDepth=
Mathf.Infinity);

point | Center of the capsule. |

size | Size of the capsule. |

direction | The direction of the capsule. |

angle | Angle of the capsule. |

layerMask | Filter to check objects only on specific layers. |

minDepth | Only include objects with a Z coordinate (depth) greater than this value. |

maxDepth | Only include objects with a Z coordinate (depth) less than this value. |

**Collider2D**
The collider overlapping the capsule.

Checks if a collider falls within a capsule area.

The capsule is defined by its center coordinate in world space, its size, direction and angle. The optional *layerMask* allows the test to check only for objects on specific layers.

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 capsule then the one returned will be the one with the lowest Z coordinate value. Null is returned if there are no colliders in the box.

See Also: OverlapCapsule, OverlapCapsuleAll, OverlapCapsuleNonAlloc.

public static int OverlapCapsule
(Vector2 point,
Vector2 size,
CapsuleDirection2D direction,
float angle,
ContactFilter2D contactFilter,
Collider2D[] results);

point | Center of the capsule. |

size | Size of the capsule. |

direction | The direction of the capsule. |

angle | Angle of the capsule. |

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. |

**int**
Returns the number of results placed in the `results`

array.

Checks if a collider falls within a capsule area.

The capsule is defined by its center coordinate in world space, its size, direction and angle.

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.