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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 ​

PropertyModifierTypeDefault value
AllLayersreadonlynumberundefined
Defaultreadonlynumber0
NoLayersreadonlynumber0

Methods ​

GetAll() ​

ts
static GetAll(): object[];

Every named layer, by index.

Returns ​

object[]


GetByName() ​

ts
static GetByName(name): number;

Parameters ​

ParameterType
namestring

Returns ​

number


GetName() ​

ts
static GetName(index): string | undefined;

Parameters ​

ParameterType
indexnumber

Returns ​

string | undefined


MaskExcept() ​

ts
static MaskExcept(...layers): number;

Parameters ​

ParameterType
...layers(string | number)[]

Returns ​

number


MaskOf() ​

ts
static MaskOf(...layers): number;

A mask from layer indices or names (queries' layerMask).

Parameters ​

ParameterType
...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 ​

ParameterType
indexnumber
namestring | null

Returns ​

void


TryGetByName() ​

ts
static TryGetByName(name): number | undefined;

Parameters ​

ParameterType
namestring

Returns ​

number | undefined

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