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Physics2D.OverlapArea

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public static function OverlapArea(pointA: Vector2, pointB: Vector2, layerMask: int = DefaultRaycastLayers, minDepth: float = -Mathf.Infinity, maxDepth: float = Mathf.Infinity): Collider2D;
public static Collider2D OverlapArea(Vector2 pointA, Vector2 pointB, int layerMask = DefaultRaycastLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);

Parameters

pointA One corner of the rectangle.
pointB Diagonally opposite 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.

Returns

Collider2D The cast results returned.

Description

Check 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.

See Also: OverlapCircle, OverlapPoint, OverlapCircleAll, OverlapAreaNonAlloc.