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Question by misterk99 · Sep 28, 2016 at 09:08 AM · cameramasklayermaskculling masklayer mask

How to detect if a specific layer is active in the camera's culling mask

Hello everyone, I am building a sim ish like game. I have a house with mutliple floors and you can move the camera a floor up or down. I achieve this by having each floor on diffrent layers and enabling and disabling them.

Now I would like to know if for example the layer "GroundFloor" is active.

How could I achieve this?

Scripts below:

 /// <summary>
     /// Sets the building parts.
     /// </summary>
     public void SetBuildingParts(){
         //Creats a new LayerMask for all the layers that need to be renderd
         _layerRenderStr = new LayerMask();
         //Adds the default layers
         _layerRenderStr += defaultLayers;
         //Adds the floor layers that need to be renderd
         for(int i=0;i<buildingLayers.Length;i++){
             if(visableBuildingLayer >= i){
                 _layerRenderStr.value += buildingLayers[i];
             }
         }
         //Sets the layers that the camera needs to render
         mainCamera.GetComponent<Camera>().cullingMask = _layerRenderStr;
         //Sets the camera height to the height of the selected floor
         cameraPoint.transform.position = new Vector3(cameraPoint.transform.position.x, floorAtHeight[visableBuildingLayer],  cameraPoint.transform.position.z);
         //Sets the floor text
         floorText.text = ((LanguageTranslator.GetTranslationFromLanguage("Roof") != null)? LanguageTranslator.GetTranslationFromLanguage("Etage") : "LEVEL") + " " + visableBuildingLayer;
     }
 
     /// <summary>
     /// Floors up.
     /// </summary>
     public void FloorUp(){
         if(LayerMask.NameToLayer("GroundFloor").)
         //If the floor can go up
         if(visableBuildingLayer < buildingLayers.Length - 1){
             visableBuildingLayer++;
             SetBuildingParts();
         }
     }
 
     /// <summary>
     /// Floors down.
     /// </summary>
     public void FloorDown(){
         //If the floor is not equal to the ground floor
         if(visableBuildingLayer > 0){
             visableBuildingLayer--;
             SetBuildingParts();
         }
     }
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