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

Parameters

point@param point Точка в пространстве в мировых координатах.
layerMask@param layerMask Фильтр для обнаружения коллайдеров только на определённых слоях.
minDepth@param minDepth Включает только объекты с координатой Z (глубиной) выше, чем это значение.
maxDepth@param maxDepth Включает только объекты с координатой Z (глубиной) меньше, чем это значение.

Returns

Collider2D The collider overlapping the point.

Description

Checks if a collider overlaps a point in space.

@param layerMask Фильтр для обнаружения коллайдеров только на определённых слоях.

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);

Parameters

point@param point Точка в пространстве в мировых координатах.
contactFilterThe 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.
resultsThe array to receive results. The size of the array determines the maximum number of results that can be returned.

Returns

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

Description

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.