Iterate through a list of all colliders that overlap a point in space.The colliders iterated are sorted in order of increasing Z coordinate. No iteration will take place if there are no colliders overlap this point.
Point using the gameObject position. Or use From Position parameter.
Point as a world position. Or use gameObject parameter. If both define, will add position to the gameObject position
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.