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Question by thehentaigamer · Oct 23, 2016 at 04:30 PM · c#unity 5unity 2dlayerslayermask

Can't change an object Layers at runtime via c# code (Help Please)

My last question got deleted for some reason so i'm gonna ask again.

I'm trying to change an object's layer at runtime via C# script. But every time I run the game the object's layer comes blank.

EDIT: Yes I already checked if the naming was spelled correct and it is.

alt text

Here is my code:

 using UnityEngine;
 using System.Collections;

 public class Player_Movement_Script : MonoBehaviour {
 public float movementSpeed;
 public float jumpHeight;
 public Rigidbody2D rB2D; 
 public SpriteRenderer SpriteRen;
 public bool grounded;
 public Transform groundCheck;
 public float groundCheckRadius;
 public LayerMask GroundLayer;
 //public LayerMask PlatformLayer;

 void Start () 
 {
     rB2D = GetComponent<Rigidbody2D> ();
     SpriteRen = transform.Find("Sprite").GetComponent<SpriteRenderer> ();
     GroundLayer = LayerMask.NameToLayer("GroundLayer-sama");
 }
 

 void Update () 
 {
     Movement ();
     GroundCheck ();

 }

 void Movement ()
 {
     
         if (Input.GetKey (KeyCode.RightArrow)) {
             rB2D.velocity = new Vector2 (movementSpeed, rB2D.velocity.y);
             SpriteRen.flipX = false;
         }

         if (Input.GetKey (KeyCode.LeftArrow)) {
             rB2D.velocity = new Vector2 (-movementSpeed, rB2D.velocity.y);
             SpriteRen.flipX = true;

         }
     

     if(!Input.GetKey (KeyCode.RightArrow) && !Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.RightArrow) && Input.GetKey(KeyCode.LeftArrow))
     {
         rB2D.velocity = new Vector2 (0,rB2D.velocity.y);
     }
     if (grounded) {
         if (Input.GetKeyDown (KeyCode.Space)) {
             rB2D.velocity = new Vector2 (rB2D.velocity.x, jumpHeight);
         }
     }
 }


 void GroundCheck ()
 {
     grounded = Physics2D.OverlapCircle (groundCheck.position, groundCheckRadius, GroundLayer);


 }

}

problem.png (337.7 kB)
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