struct in UnityEngine

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Specifies Layers to use in a Physics.Raycast.

A GameObject can use up to 32 LayerMasks supported by the Editor. The first 8 of these Layers are specified by Unity; the following 24 are controllable by the user.

Bitmasks represent the 32 Layers and define them as true or false. Each bitmask describes whether the Layer is used. As an example, bit 5 can be set to 1 (true). This will allow the use of the built-in Water setting.

Edit->Settings->Tags and Layers option shows the use of the 32 bitmasks. Each Layer is shown with a string setting. As an example Built-in Layer 0 is set as Default; Built-in Layer 1 is set as TransparentFX. New named Layers are added above bitmask layer 8. A selected GameObject will show the chosen Layer at top right of the Inspector. The example below has User Layer 13 set to "Wall". This causes the assigned GameObject to be treated as part of a building.

In the following script example, Physics.Raycast sends a ray into the world. Camera.main can be rotated around the y-axis and fire a ray. Three GameObjects represent walls that can be hit by the fired ray. Each GameObject has GameObject.label set to the "Wall" layerMask.

using UnityEngine;

// Fire a gun at 3 walls in the scene. // // The Raycast will be aimed in the range of -45 to 45 degrees. If the Ray hits any of the // walls true will be returned . The three walls all have a Wall Layer attached. The left // and right keys, and the space key, are all used to aim and fire. // // Quad floor based at (0, -0.5, 0), rotated in x by 90 degrees, scale (8, 8, 8). // ZCube wall at (0, 0.5, 6), scale (3, 2, 0.5). // LCube wall at (-3, 0, 3), scale (0.5, 1, 4). // RCube wall at (3, 1.5, 3), scale (1, 4, 4).

public class ExampleScript : MonoBehaviour { private float cameraRotation;

void Start() { Camera.main.transform.position = new Vector3(0, 0.5f, 0); cameraRotation = 0.0f; }

// Rotate the camera based on what the user wants to look at. // Avoid rotating more than +/-45 degrees. void Update() { if (Input.GetKey("left")) { cameraRotation -= 1f; if (cameraRotation < -45.0f) { cameraRotation = -45.0f; } }

if (Input.GetKey("right")) { cameraRotation += 1f; if (cameraRotation > 45.0f) { cameraRotation = 45.0f; } }

// Rotate the camera Camera.main.transform.localEulerAngles = new Vector3(0.0f, cameraRotation, 0.0f); }

void FixedUpdate() { Transform transform = Camera.main.transform;

if (Input.GetKeyUp("space")) { // Check for a Wall. LayerMask mask = LayerMask.GetMask("Wall");

// Check if a Wall is hit. if (Physics.Raycast(transform.position, transform.forward, 20.0f, mask)) { Debug.Log("Fired and hit a wall"); } } } }

Note: LayerMask is a bitmask. Use LayerMask.GetMask and LayerMask.LayerToName to generate the bitmask.


valueConvierte un valor de una layer mask a un valor entero.

Funciones Estáticas

GetMaskDado un conjunto de nombres de capas definidas por Builtin o User Layer en el Tags and Layers manager, devuelve la layer mask equivalente para todos ellos.
LayerToNameDado un número de capa, devuelve el nombre de la capa como se define en Builtin o una capa de usuario en el Tags and Layers manager.
NameToLayerDado un nombre de capa, devuelve el índice de capas definido por Builtin o una capa de usuario en el Tags and Layers manager.


LayerMaskImplícitamente convierte un entero a una LayerMask.