Version: 2023.2
LanguageEnglish
  • C#

Collider2D.Overlap

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public int Overlap(Vector2 position, float angle, List<Collider2D> results);

Parameters

position The position to overlap the Collider at.
angle The angle to overlap the Collider at.
results The list to receive results.

Returns

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

Description

Get a list of all Colliders that overlap this Collider.

The integer return value is the number of Colliders that overlap this Collider with the specific Colliders stored in the supplied list. The results array will not be resized if it doesn't contain enough elements to report all the results. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when the query is performed frequently.

NOTE: The position and angle used here represent the position of the Rigidbody2D the Collider2D is attached to. If the Collider2D is offset from the center of mass then the Collider2D will be overlapped at the same offset. This can be confusing so it is recommened that only Collider2D that align with the center of mass are used. If not then you must take this into account. If the Collider2D is not attached to a Rigidbody2D, this call cannot be used and will result in a warning.

See Also: Physics2D.OverlapCollider and Rigidbody2D.Overlap.


Declaration

public int Overlap(Vector2 position, float angle, ContactFilter2D contactFilter, List<Collider2D> results);

Parameters

position The position to overlap the Collider at.
angle The angle to overlap the Collider at.
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 list to receive results.

Returns

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

Description

Get a list of all Colliders that overlap this Collider.

The integer return value is the number of Colliders that overlap this Collider with the specific Colliders stored in the supplied list. The results array will not be resized if it doesn't contain enough elements to report all the results. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when the query is performed frequently.

NOTE: The position and angle used here represent the position of the Rigidbody2D the Collider2D is attached to. If the Collider2D is offset from the center of mass then the Collider2D will be overlapped at the same offset. This can be confusing so it is recommened that only Collider2D that align with the center of mass are used. If not then you must take this into account. If the Collider2D is not attached to a Rigidbody2D, this call cannot be used and will result in a warning.

See Also: Physics2D.OverlapCollider and Rigidbody2D.Overlap.


Declaration

public int Overlap(List<Collider2D> results);

Parameters

results The list to receive results.

Returns

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

Description

Get a list of all Colliders that overlap this Collider.

The integer return value is the number of Colliders that overlap this Collider with the specific Colliders stored in the supplied list. The results array will not be resized if it doesn't contain enough elements to report all the results. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when the query is performed frequently.

See Also: Physics2D.OverlapCollider and Rigidbody2D.Overlap.


Declaration

public int Overlap(ContactFilter2D contactFilter, List<Collider2D> results);

Parameters

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 list to receive results.

Returns

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

Description

Get a list of all Colliders that overlap this Collider.

The integer return value is the number of Colliders that overlap this Collider with the specific Colliders stored in the supplied list. The results array will not be resized if it doesn't contain enough elements to report all the results. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when the query is performed frequently.

See Also: Physics2D.OverlapCollider and Rigidbody2D.Overlap.


Declaration

public int Overlap(ContactFilter2D contactFilter, Collider2D[] results);

Parameters

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.

Returns

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

Description

Get a list of all colliders that overlap this collider.

The integer return value is the number of colliders that overlap this Collider and which could be stored in the supplied array given its length. The results array will not be resized if it doesn't contain enough elements to report all the results. The significance of this is that no memory is allocated for the results and so garbage collection performance is improved when the query is performed frequently.

See Also: Physics2D.OverlapCollider and Rigidbody2D.Overlap.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961