public static Collider2D OverlapPoint
(Vector2 point,
int layerMask=
DefaultRaycastLayers,
float minDepth=
-Mathf.Infinity,
float maxDepth=
Mathf.Infinity);

point | A point in world space. |

layerMask | Filter to check objects only on specific 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 collider overlapping the point.

Checks if a collider overlaps a point in space.

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 overlaps the point then the one returned will be the one with the lowest Z coordinate value. Null is returned if there are no colliders over the point.

See Also: OverlapPointAll, OverlapPointNonAlloc.

public static int OverlapPoint
(Vector2 point,
ContactFilter2D contactFilter,
Collider2D[] results);

point | A point in world space. |

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 overlaps a point in world space.

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.