URL: https://wiki.studiominus.nl/details/layers.html Title: People Playground Modding - Layers ================================================== Layers Unity has a layer system and a sprite sorting system. The game makes extensive use of these systems and the configuration may be useful to modders. This page will describe each layer and what its used for. Object layers Here is an article explaining Unity's object layers. DefaultTransparentFXIgnore RaycastWaterUIPost ProcessingObjectsDebrisBoundsOverlayCollidingDebrisPortalLightSpriteScreenUIEnergyHoverSurfaceImmobilityFieldThumbnailDefaultTransparentFXIgnore RaycastWaterUIPost ProcessingObjectsDebrisBoundsOverlayCollidingDebrisPortalLightSpriteScreenUIEnergyHoverSurfaceImmobilityFieldThumbnail 0: Default Comes with Unity. Not used for anything. 1: TransparentFX Comes with Unity. Not used for anything. 2: Ignore Raycast Comes with Unity. Not used for anything. 4: Water The water layer. Liquid body (water and lava) colliders are on this layer. Used by firearms to create splash effects. Why is it called "Water" if there's also lava? Because there wasn't always lava. 5: UI The UI is on this layer. 8: Post Processing Post processing volumes are on this layers. 9: Objects Most physical objects are on this layer. Objects on this layer collide with each other, the room, and some debris. If you want to create an object that colliders with other objects, this is the layer to put it on. 10: Debris Most debris is on this layer. Debris only colliders with the walls, ceiling, and floor. 11: Bounds Collides with everything. The chamber walls are on this layer. 12: Overlay Not used for anything. 13: CollidingDebris Colliding debris colliders with the room and objects. 14: Portal Not used for anything. 15: LightSprite Objects on this layer are rendered by the lighting camera. Most objects in this layer are large radial gradients. 16: ScreenUI Objects on this layer are rendered under the normal UI and above game objects. They are not affected by post processing effects. 17: Energy Energy weapons that should collide with each other, but not anything else, are on this layer. 18: HoverSurface Unused. 19: ImmobilityField Immobility capture fields have a collider on this layer. Other objects can cheaply query this layer to find out if they are inside an immobility capture field. 31: Thumbnail When a contraption is saved, the whole thing is taken to a thumbnail room where everything is on this layer. Sorting layers Here is an article explaining Unity's sorting layers. Bottom The lowest sorting layer. Used by map decorations and such. Background Originally created for the background limbs of humans. It's used by objects that have parts that necessarily need to be behind most other objects. Default Most objects are on this layer. Portals Unused. Foreground Originally created for the foreground limbs of humans. It's used by objects that have parts that necessarily need to be in front of most other objects. Bubbles Used by some effects and renderers that should not render outside of water bodies. Top The top sorting layer. Not actually the top though. Contains map decorations like water and such. Decals Contains decals that are supposed to be shown on top of everything. Does not mean all decals are on this layer. Rarely used.