Layer Reference
This page contains an explanation for what all the different layers should be used for.
3D Physics Layers
Environment [1] - Layer for anything that should continue being collided with during a speed-break. Blocks obstructed lock-on targets.
Player [2] - Layer for player.
Lockon [3] - Layer for triggers that can be locked on.
Objects [4] - Layer for enemies and hazards that can be plowed through using speed-break.
Physics Objects [5] - Layer for objects that utilize physics, but should be ignored by the player.
Particle Pieces [6] - Layer for shatter piece effects.
3D Render Layers
Objects [1] - Layer used for all dynamic objects (i.e. rings, enemies, pearls, etc.).
Exterior Environment [2] - Layer for any environment models considered to be "outdoors."
Interior Environment [3] - Layer for any environment models considered to be "indoors."
Water [4] - Layer for water and ripple models since they often require their own lights.
Skybox [5] - Layer for the unlit skybox.
Particles [6] - Layer for particle effects.
Bloom Color Buffer [16]* - Layer for rendering glowing objects.
Bloom Depth Buffer [17]* - Layer for rendering the depth buffer of glowing objects.
Geometry Depth Buffer [19]* - Layer for rendering the depth buffer
Debug [20] - Layer for objects that should only appear when the debug camera is used.
*Experimental layers used for visual effects.