CSGShape.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. See url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masksCollision layers and masks/url in the documentation for more information.

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

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