I have want to set the layer for an gameObject in the inspector (instead of using a number or string in the code). So I added this to my object’s script:
[SerializeField] private LayerMask previewLayer;
And selected the right layer for it in the inspector.
And now in the object’s c# script I want to set the layer of the GameObject to the previewLayer.
gameObject.layer = previewLayer.value;
or
gameObject.layer = previewLayer;
But I get this error: “A game object can only be in one layer. The layer needs to be in the range [0…31]”. How to solve this?
Tia
gameObject.layer = x; (where x is an integer equal to your layer number)
Your solution does not work because LayerMask is a struct, not an int.
Though I would have thought that as LayerMask.value returns an int that it should have worked. Except if your layerMask contained multiple layers
as meat5000 said, As far as I know its an int and can very simply be used for multiple layers.
You can directly interpret which Bits are on or off from a single decimal number. You can use this online tool for conversion http://www.calculatorology.com/decimal-to-binary-converter/
It’s an old one indeed but I think this may be the most optimised way, I made it into a little extension method so you can simply use someLayerMask.ToSingleLayer(); (save this as e.g. LayerMaskExtensions.cs).
using UnityEngine;
public static class LayerMaskExtensions
{
public static int ToSingleLayer(this LayerMask mask)
{
int value = mask.value;
if (value == 0) return 0; // Early out
for (int l = 1; l < 32; l++)
if ((value & (1 << l)) != 0) return l; // Bitwise
return -1; // This line won't ever be reached but the compiler needs it
}
}