Class: PhysicsLayerRegistry
Physics layers (Cocos "collision groups"): 32 named slots, separate from the render layers (LayerRegistry), so what a camera draws and what collides stay independent. Colliders store an index; a layer collision matrix (Physics2DSettings.collisionMatrix) says which pairs collide. Shared by 2D physics and the 3D physics to come.
Constructors
Constructor
ts
new PhysicsLayerRegistry(): PhysicsLayerRegistry;Returns
PhysicsLayerRegistry
Properties
| Property | Modifier | Type | Default value |
|---|---|---|---|
AllLayers | readonly | number | undefined |
Default | readonly | number | 0 |
NoLayers | readonly | number | 0 |
Methods
GetAll()
ts
static GetAll(): object[];Every named layer, by index.
Returns
object[]
GetByName()
ts
static GetByName(name): number;Parameters
| Parameter | Type |
|---|---|
name | string |
Returns
number
GetName()
ts
static GetName(index): string | undefined;Parameters
| Parameter | Type |
|---|---|
index | number |
Returns
string | undefined
MaskExcept()
ts
static MaskExcept(...layers): number;Parameters
| Parameter | Type |
|---|---|
...layers | (string | number)[] |
Returns
number
MaskOf()
ts
static MaskOf(...layers): number;A mask from layer indices or names (queries' layerMask).
Parameters
| Parameter | Type |
|---|---|
...layers | (string | number)[] |
Returns
number
SetName()
ts
static SetName(index, name): void;Replaces whatever was there; null / '' clears the slot. Tools that own the names (the editor's project settings, a build's manifest) call this.
Parameters
| Parameter | Type |
|---|---|
index | number |
name | string | null |
Returns
void
TryGetByName()
ts
static TryGetByName(name): number | undefined;Parameters
| Parameter | Type |
|---|---|
name | string |
Returns
number | undefined