Version: 2020.1


struct in UnityEngine



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.



Static 関数

GetMaskBuiltin か Tags and Layers manager の User Layer で定義されるレイヤー名の設定が与えられ、それらのすべての同等のレイヤーマスクを返します。
LayerToNameレイヤー番号が与えられ、Builtin か Tags and Layers manager の User Layer で定義されているレイヤーの名前を返します。
NameToLayerレイヤー名が与えられ、Builtin か Tags and Layers manager の User Layer で定義されているレイヤーのインデックスを返します。


LayerMaskLayerMask に整数を暗黙的に変換します。