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unity overlapspherenonalloc

int maxColliders = 10; // detected objects limit
Collider[] hitColliders = new Collider[maxColliders];
int numColliders = Physics.OverlapSphereNonAlloc(center, radius, hitColliders);

for (int i = 0; i < numColliders; i++)
{
  hitColliders[i].DoSomething();
}
Comment

unity overlapspherenonalloc

int maxColliders = 10; // detected objects limit
Collider[] hitColliders = new Collider[maxColliders];
int numColliders = Physics.OverlapSphereNonAlloc(center, radius, hitColliders);

for (int i = 0; i < numColliders; i++)
{
  hitColliders[i].DoSomething();
}
Comment

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