Trying to see if there are any game object within a radius when mouse is clicked (2d)

Hi,

I am trying to retrieve an array of objects in a small area around where the mouse is clicked. This is what I have (not working):

void Update () {

	if (Input.GetButtonDown ("Fire1"))
		PlaceTurret (Input.mousePosition);
}

public void PlaceTurret(Vector2 mousePosition)
{
	Collider2D[] hitColliders;
	RaycastHit hit = RayFromCamera(mousePosition, 1000.0f);
	Vector2 center = new Vector2(hit.point.x, hit.point.y);
	hitColliders = Physics2D.OverlapCircleAll(center, 1f, 1 << 9); 
	if (hitColliders.Length == 0) {
		Debug.Log ("CAN PLACE");
		//Instantiate (spawnable, position, transform.rotation);
	} else {
		Debug.Log(hitColliders[0].name);
		Debug.Log ("CANT PLACE");
	}
}

public RaycastHit RayFromCamera(Vector3 mousePosition, float rayLength)
{
	RaycastHit hit;
	Ray ray = Camera.main.ScreenPointToRay(mousePosition);
	Physics.Raycast(ray, out hit, rayLength);
	return hit;
}

I am doing this to see if a gameobject can be placed at the location clicked. The issue is that it always returns that it can be clicked or, if I expand the collider radius past a certain point, it will always return the same object being in range of the click. Is my ray cast not correct? . The object I am trying to find if it is touching is on layer 9.

Edit: So I just realized the raycasting I was doing is using the 3D variants of them while I am in 2D. I tried to change these over but screenpointtoray is only in 3D. Is there a substitution or better approach for this?

I figured out a different way to do it. I first converted the coordinates using ScreenToWorldPoint, then took Physics2D.OverlapPointAll then if the length was greater than 0, it hit something, else it didn’t.