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Question by oppaikir · Sep 11, 2015 at 04:39 PM · sorting layers

[Sorting Layer] Can I add new sorting layer via script code?

I am trying to manage sorting layers in my C# script.

In my script, I defined the public const string like :
----------------------------------------------------------
public const string Background = "Background";
public const string Item = "Item";
----------------------------------------------------------
then using FiledInfo to get the Name and stringValue and add / overwrite to UnityEditor.

I had already done this to manage my tags and layers definition,
but I don't know how to overwrite / add the new data to sorting layers via script.

please help me, thx.

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Answer by virendrakumar531 · Feb 04, 2020 at 12:13 PM

This will only work in Editor

 #if UNITY_EDITOR
     using UnityEditor;
 #endif
 #if UNITY_EDITOR
 public void addLayer(string layerName)
 {
     UnityEngine.Object[] asset = AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset");
 
     if ((asset != null) && (asset.Length > 0))
     {
         SerializedObject serializedObject = new SerializedObject(asset[0]);
         SerializedProperty layers = serializedObject.FindProperty("layers");
 
         for (int i = 0; i < layers.arraySize; ++i)
         {
             if (layers.GetArrayElementAtIndex(i).stringValue == layerName)
             {
                 return;     // Layer already present, nothing to do.
             }
         }
 
         //  layers.InsertArrayElementAtIndex(0);
         //  layers.GetArrayElementAtIndex(0).stringValue = layerName;
 
         for (int i = 0; i < layers.arraySize; i++)
         {
             if (layers.GetArrayElementAtIndex(i).stringValue == "")
             {
                 // layers.InsertArrayElementAtIndex(i);
                 layers.GetArrayElementAtIndex(i).stringValue = layerName;
                 serializedObject.ApplyModifiedProperties();
                 serializedObject.Update();
                 if (layers.GetArrayElementAtIndex(i).stringValue == layerName)
                 {
                     return;     // to avoid unity locked layer
                 }
             }
         }
     }
 }
 #endif
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