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public static function OverlapSphereNonAlloc(position: Vector3, radius: float, results: Collider[], layerMask: int = AllLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): int;
public static int OverlapSphereNonAlloc(Vector3 position, float radius, Collider[] results, int layerMask = AllLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);


position 구체의 반경.
radius 구체의 반경.
results The buffer to store the results into.
layerMask Layer mask는 레이 캐스팅 시에 콜라이더를 선택적으로 무시하는데 사용됩니다.
queryTriggerInteraction Specifies whether this query should hit Triggers.


int The amount of colliders stored into the results buffer.


모든 접촉한 콜라이더나 내부의 구체(sphere)와 함께 배열을 반환합니다.

Like Physics.OverlapSphere, but generates no garbage.