66 lines
3.2 KiB
Plaintext
66 lines
3.2 KiB
Plaintext
URL: https://wiki.studiominus.nl/details/layers.html
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Title: People Playground Modding - Layers
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Layers
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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.
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Object layers
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Here is an article explaining Unity's object layers.
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DefaultTransparentFXIgnore RaycastWaterUIPost ProcessingObjectsDebrisBoundsOverlayCollidingDebrisPortalLightSpriteScreenUIEnergyHoverSurfaceImmobilityFieldThumbnailDefaultTransparentFXIgnore RaycastWaterUIPost ProcessingObjectsDebrisBoundsOverlayCollidingDebrisPortalLightSpriteScreenUIEnergyHoverSurfaceImmobilityFieldThumbnail
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0: Default
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Comes with Unity. Not used for anything.
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1: TransparentFX
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Comes with Unity. Not used for anything.
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2: Ignore Raycast
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Comes with Unity. Not used for anything.
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4: Water
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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.
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5: UI
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The UI is on this layer.
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8: Post Processing
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Post processing volumes are on this layers.
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9: Objects
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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.
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10: Debris
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Most debris is on this layer. Debris only colliders with the walls, ceiling, and floor.
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11: Bounds
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Collides with everything. The chamber walls are on this layer.
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12: Overlay
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Not used for anything.
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13: CollidingDebris
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Colliding debris colliders with the room and objects.
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14: Portal
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Not used for anything.
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15: LightSprite
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Objects on this layer are rendered by the lighting camera. Most objects in this layer are large radial gradients.
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16: ScreenUI
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Objects on this layer are rendered under the normal UI and above game objects. They are not affected by post processing effects.
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17: Energy
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Energy weapons that should collide with each other, but not anything else, are on this layer.
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18: HoverSurface
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Unused.
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19: ImmobilityField
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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.
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31: Thumbnail
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When a contraption is saved, the whole thing is taken to a thumbnail room where everything is on this layer.
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Sorting layers
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Here is an article explaining Unity's sorting layers.
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Bottom
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The lowest sorting layer. Used by map decorations and such.
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Background
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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.
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Default
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Most objects are on this layer.
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Portals
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Unused.
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Foreground
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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.
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Bubbles
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Used by some effects and renderers that should not render outside of water bodies.
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Top
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The top sorting layer. Not actually the top though. Contains map decorations like water and such.
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Decals
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Contains decals that are supposed to be shown on top of everything. Does not mean all decals are on this layer. Rarely used. |