Physics2D.OverlapCircle, how to enter the Array

Hello I read the Docs about OverlapCricle and they say that I can get an array from all the collision Objects.
In my game this is always only one object in the array. How the question is, how do I get exits to the array?

What I tried

    public void PickUpBox(InputAction.CallbackContext context) {
        if (context.performed && currentBox == null && !hasBox) {
            if (Physics2D.OverlapCircle(directionPoint.position,0.2f, boxLayer)) {
                Collider2D resulteBox = Physics2D.OverlapCircle(directionPoint.position,0.2f, boxLayer);
                currentBox = resulteBox.gameObject;
                boxScrip = currentBox.GetComponent<BoxScript>();

But this doesn’t seem to work. I don’t get an error, but I also can’t call the function below

    public void ProcessBoxPosition() {
        if (boxScrip != null) {
            boxScrip.pickUp(new Vector3(lastPositionPoint.position.x, lastPositionPoint.position.y, lastPositionPoint.position.z));
            Debug.Log("PICK UP WAS CALLED");
        }
    }

Link for the Docs: Unity - Scripting API: Physics2D.OverlapCircle

The physics methods like this are very overloaded, eg, lots of ways to do flavors of the same thing.

The one you want is this one:

public static int OverlapCircle(Vector2 point, float radius, ContactFilter2D contactFilter, Collider2D[] results);

So make yourself an array of Collider2D of some size and pass that in, along with the contact filter you want.

Alternately to array, you can use a List with this method:

public static int OverlapCircle(Vector2 point, float radius, ContactFilter2D contactFilter, List<Collider2D> results);

Then iterate whatever collection you chose to use.