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Question by virgiliu · May 10, 2015 at 10:25 PM · physics2dlayerslayermask

Using Physics2D.IgnoreLayerCollision and LayerMask from Editor

I have 2 custom layers set up: Player and Enemies

In the Player I have these two layer masks defined:

 public LayerMask playerLayer;
 public LayerMask enemiesLayer;


There is a method in which I wish to turn off the layer collision between the player and enemies.

If I try to do it like the following line I get an error:

 Physics2D.IgnoreLayerCollision(playerLayer, enemiesLayer, true);

Error:

  Failed IgnoreLayerCollision : layer numbers must be between 0 and 31


playerLayer.value is 512. enemiesLayer.value is 1024 it seems.

If I do the following everything works as expected, but I want to be able to choose the layers from the editor, not hardcode the names in the script:

 Physics2D.IgnoreLayerCollision(LayerMask.NameToLayer("Player"), LayerMask.NameToLayer("Enemies"), true);


What must I do to be able to use the playerLayer and enemiesLayer variables in the Physics2D.IgnoreLayerCollision call?

Comparing LayerMask.NameToLayer("Player") == playerLayer returns false. Why is that?

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Answer by awesomedata · Mar 30, 2016 at 05:11 AM

Seems to be a bug, but there's no bug report anywhere. I'm having the exact same issue! Seems like it's been going on forever now!

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avatar image awesomedata · Mar 30, 2016 at 05:17 AM 0
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Got this code in my fixed update -- and, in fact, it's not working anymore either:

 Physics2D.IgnoreLayerCollision(Layer$$anonymous$$ask.NameToLayer("Player") , Layer$$anonymous$$ask.NameToLayer("Jumpthrough") , GetComponent<Rigidbody2D>().velocity.y > 0);

 hitJumpthrough  = Physics2D.Linecast(new Vector2(colliderBottomLeft.x + transform.position.x , transform.position.y + colliderBottomLeft.y) ,
                          new Vector2(colliderBottomRight.x + transform.position.x , transform.position.y + colliderBottomRight.y) ,
                          Layer$$anonymous$$ask.NameToLayer("Jumpthrough") );
 hitSolid        = Physics2D.Linecast(new Vector2(colliderBottomLeft.x + transform.position.x , transform.position.y + colliderBottomLeft.y) ,
                          new Vector2(colliderBottomRight.x + transform.position.x , transform.position.y + colliderBottomRight.y) ,
                          Layer$$anonymous$$ask.NameToLayer("Solid") );
 onGround = hitSolid;

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