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 failedFor 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 Your name Your email Suggestion* Declarationpublic static
Collider2D OverlapPoint(
Vector2 point, int
layerMask= DefaultRaycastLayers, float
minDepth= -Mathf.Infinity, float
maxDepth= Mathf.Infinity);
Parameters Parameter Description point A point in world space. 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. ReturnsCollider2D The Collider overlapping the point.
DescriptionChecks if a Collider overlaps a point in space.
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 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.
Additional resources: OverlapPointAll.
Declarationpublic static int
OverlapPoint(
Vector2 point,
ContactFilter2D contactFilter, Collider2D[]
results);
Parameters Parameter Description point A point in world space. 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. Returnsint Returns the number of results placed in the results
array.
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.
public static int
OverlapPoint(
Vector2 point,
ContactFilter2D contactFilter, List<Collider2D>
results);
Parameters Parameter Description point A point in world space. 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. Returnsint Returns the number of results placed in the results
list.
Checks if a Collider overlaps a point in world space.
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.
RetroSearch is an open source project built by @garambo | Open a GitHub Issue
Search and Browse the WWW like it's 1997 | Search results from DuckDuckGo
HTML:
3.2
| Encoding:
UTF-8
| Version:
0.7.4