PhysicsBody2D.collisionLayer

The physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.

  1. long collisionLayer [@property getter]
    struct PhysicsBody2D
    @nogc nothrow @property
    long
    collisionLayer
    ()
  2. long collisionLayer [@property setter]

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