There are two arrays, one
Collider[] coldal = Physics.OverlapSphere(transform.position, radiusdal);
Second
Rigidbody[] rbs; void Start() { rbs = FindObjectsOfType(typeof(Rigidbody)) as Rigidbody[]; }
It is necessary to find intersections in them, i.e. all Rigidbody currently in OverlapSphere.
Tried without an array of Rigidbody, but it turns out the use of GetComponent in Update, which is not the best impact on resources.