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  • 3D Physics Layers
  • 3D Render Layers
  1. Godot Guidelines
  2. Project Settings

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.

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