pointA | One corner of the rectangle. |
pointB | Diagonally opposite the point A corner of the rectangle. |
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. |
Collider2D The Collider overlapping the area.
Checks if a Collider falls within a rectangular area.
The rectangle is defined by two diagonally opposite corner coordinates in world space. You can think of these as top-left and bottom-right but the test will still work if the ordering of the points is reversed. The optional layerMask allows the test to check only for objects on specific layers.
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 falls within the area then the one returned will be the one with the lowest Z coordinate value. Null is returned if there are no Colliders in the area.
Additional resources: OverlapAreaAll & OverlapAreaNonAlloc.
pointA | One corner of the rectangle. |
pointB | Diagonally opposite the point A corner of the rectangle. |
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. |
int
Returns the number of results placed in the results
array.
Checks if a Collider falls within a rectangular area.
The rectangle is defined by two diagonally opposite corner coordinates in world space. You can think of these as top-left and bottom-right but the test will still work if the ordering of the points is reversed.
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.
pointA | One corner of the rectangle. |
pointB | Diagonally opposite the point A corner of the rectangle. |
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. |
int
Returns the number of results placed in the results
list.
Checks if a Collider falls within a rectangular area.
The rectangle is defined by two diagonally opposite corner coordinates in world space. You can think of these as top-left and bottom-right but the test will still work if the ordering of the points is reversed.
The integer return value is the number of results written into the results
list. 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.
The results can also be filtered by the contactFilter
.
Note that filtering by normal angle is not available for overlap functions.