Iterate through a list of all colliders that fall within a circular area.The colliders iterated are sorted in order of increasing Z coordinate. No iteration will take place if there are no colliders within the area.
From Game Object
Center of the circle area. Or use From Position parameter.
Center of the circle area as a world position. Or use fromGameObject parameter. If both define, will add fromPosition to the fromGameObject position
The circle radius
Only include objects with a Z coordinate (depth) greater than this value. leave to none for no effect
Only include objects with a Z coordinate (depth) less than this value. leave to none
Pick only from these layers.
Invert the mask, so you pick from all layers except those defined above.
Store the number of colliders found for this overlap.
Store Next Collider
Store the next collider in a GameObject variable.
Event to send to get the next collider.
Event to send when there are no more colliders to iterate.