Omnidirectional raycast?

When I heard about unity’s spherecast, I assumed it meant a spherical raycast that would start at a point and grow out until it hit something. I was wrong, but is it possible to produce a similar effect?

My ultimate goal: find the closest object in proximity to a point.

For-loops only work with a limitied number of objects, I’d rather just find the first object nearby.

I guess you could just loop spherecasts at increasing increments…

Did I just answer my own question? Is there a more practical or efficient way to do this?

Physics.OverlapSphere

Use physics.overlapsphere to get all touching colliders, then loop over each of them and do physics.closestpoint and keep track of which returns the shortest closestpoint.
physics.closestpoint does not work on concave (non convex) meshes though.