UnityEngine.Physics2D.OverlapCircleAll C# (CSharp) Method

OverlapCircleAll() public static method

Get a list of all colliders that fall within a circular area.

public static OverlapCircleAll ( Vector2 point, float radius, [ layerMask, [ minDepth, [ maxDepth ) : Collider2D[]
point Vector2 Center of the circle.
radius float Radius of the circle.
layerMask [ Filter to check objects only on specified 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.
return Collider2D[]
        public static Collider2D[] OverlapCircleAll(Vector2 point, float radius, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            return INTERNAL_CALL_OverlapCircleAll(ref point, radius, layerMask, minDepth, maxDepth);
        }

Same methods

Physics2D::OverlapCircleAll ( Vector2 point, float radius ) : Collider2D[]
Physics2D::OverlapCircleAll ( Vector2 point, float radius, int layerMask ) : Collider2D[]
Physics2D::OverlapCircleAll ( Vector2 point, float radius, int layerMask, float minDepth ) : Collider2D[]
Physics2D