How do I get all colliders within a radius at a given point?

I want to make sure a sphere is not overlapping any other objects. When it is, I want to move it away from the overlapping collider.

My current code is:

RaycastHit intersectingHit;
while(Physics.SphereCast(hand.transform.position, handRadius, Vector3.forward, out intersectingHit, 0.01f, collisionMask)){
	Vector3 direction = intersectingHit.point - hand.transform.position;
	if(direction != Vector3.zero){
		hand.transform.position = hand.transform.position - direction.normalized * 0.1f;
	}
}

But spherecast doesn’t seem to do the trick. Any ideas?

Sounds like you want Physics.OverlapSphere(). It returns a list of colliders. If you just want to check to see if there is an overlap, you can use Physics.CheckSphere().