UnityEngine.Physics2D.OverlapCircleNonAlloc C# (CSharp) Method

OverlapCircleNonAlloc() public static method

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

public static OverlapCircleNonAlloc ( Vector2 point, float radius, Collider2D results, [ layerMask, [ minDepth, [ maxDepth ) : int
point Vector2 Center of the circle.
radius float Radius of the circle.
results Collider2D Array to receive results.
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.
return int
        public static int OverlapCircleNonAlloc(Vector2 point, float radius, Collider2D[] results, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            return INTERNAL_CALL_OverlapCircleNonAlloc(ref point, radius, results, layerMask, minDepth, maxDepth);
        }

Same methods

Physics2D::OverlapCircleNonAlloc ( Vector2 point, float radius, Collider2D results ) : int
Physics2D::OverlapCircleNonAlloc ( Vector2 point, float radius, Collider2D results, int layerMask ) : int
Physics2D::OverlapCircleNonAlloc ( Vector2 point, float radius, Collider2D results, int layerMask, float minDepth ) : int
Physics2D