---
tags:
    - "Inside"
    - "Sphere"
    - "Round"
    - "Ball"
    - "3D"
---

# Overlap Sphere 3D

[Physics 3D](index.md) / **Overlap Sphere 3D**

<div class="grid cards" markdown>

* :green_circle: Can Read

* :red_circle: Cannot Write

</div>

## Description

Returns all 3D colliders that overlap with a sphere

## Parameters

| Name | Description |
| :--- | :---------- |
| Point | The center point of the sphere in 3D space |
| Radius | The radius of the sphere |
| Layer Mask | Filter to check objects only on specified layers |
| Use Triggers | Whether to check for Colliders marked as triggers or not |

## Code

```cs
using System;
using System.Collections.Generic;
using UnityEngine;
using VisualScript.Icons;

namespace VisualScript.Runtime
{
    [Get]
    
    [Title("Overlap Sphere 3D")]
    [Category("Physics 3D/Overlap Sphere")]
    
    [Description("Returns all 3D colliders that overlap with a sphere")]
    [Image(typeof(IconSphereOutline), ColorTheme.Type.Lime, typeof(BadgePhysics))]
    
    [Parameter("Point", "The center point of the sphere in 3D space")]
    [Parameter("Radius", "The radius of the sphere")]
    [Parameter("Layer Mask", "Filter to check objects only on specified layers")]
    [Parameter("Use Triggers", "Whether to check for Colliders marked as triggers or not")]
    
    [Keywords("Inside", "Sphere", "Round", "Ball", "3D")]
    
    [Serializable]
    public class TypeCollectionGameObjectsPhysics3DOverlapSphere : TypeCollectionGameObjects
    {
        private static readonly Color GIZMO = new Color(0f, 1f, 0f, 0.25f);
        
        private static readonly Collider[] HitsBuffer = new Collider[128];
        
        [SerializeField] private GetVector3 m_Point = new GetVector3();
        [SerializeField] private GetNumber m_Radius = new GetNumber(1f);
        
        [SerializeField] private LayerMask m_LayerMask = Physics.DefaultRaycastLayers;
        [SerializeField] private GetBool m_UseTriggers = new GetBool(false);
        
        public override void Get(Args args, List<GameObject> values)
        {
            Vector3 point = this.m_Point.Get(args);
            float radius = (float) this.m_Radius.Get(args);
            
            QueryTriggerInteraction triggerInteraction = this.m_UseTriggers.Get(args) 
                ? QueryTriggerInteraction.Collide 
                : QueryTriggerInteraction.Ignore;
            
            int numHits = Physics.OverlapSphereNonAlloc(
                point,
                radius,
                HitsBuffer,
                this.m_LayerMask,
                triggerInteraction
            );
            
            GizmosManager.Sphere(point, Quaternion.identity, radius, GIZMO, GizmoMode.Outline, 0.25f);
            
            values.Clear();
            for (int i = 0; i < numHits; ++i)
            {
                Collider collider = HitsBuffer[i];
                if (collider != null) values.Add(collider.gameObject);
            }
            
            Array.Clear(HitsBuffer, 0, numHits);
        }

        public override string ToString()
        {
            return $"Overlap Sphere 3D at {this.m_Point} radius {this.m_Radius}";
        }
        
        protected override SubscriptionMode Subscription => SubscriptionMode.OnChange;
    }
}
```

