2D Ultimate Side Scroller Character Controller
  • Introduction
    • Purpose
    • Overview
  • 🛠️Setup
    • Quick Setup
    • Detailed Setup
  • Content
    • Utilities
      • Custom Attributes
      • Extensions
    • Input System
    • Physics
    • Layers
    • Player Data
      • Physics Variables
      • Walk Variables
      • Crouch Variables
      • Jump Variables
      • Land Variables
      • Dash Variables
      • Wall Movement Variables
  • ⛑️Help
    • FAQ
    • Adding States
    • Removing States
  • Development
    • Features - V1.0
    • Roadmap
  • 📪Contact Me
    • Contact Me
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Layers

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Last updated 1 year ago

The following layers must be assigned, make sure to write layers to correct numbers :

  1. Ground(Layer 10): This layer represents the static ground objects that the player can walk on or interact with.

  2. Player(Layer 11): This layer represents the player character and is used for interactions with other layers.

  3. Moving Platform(Layer 12): This layer represents platforms that move and can be interacted with by the player.

  4. Wall(Layer 13): This layer represents wall objects that the player can interact with, such as sliding or wall jumping.

Layer Masks

Three layer masks are used for different calculations in the asset:

  1. Ground Layer Mask: This layer mask is used for calculations related to the ground. Recommended layers: Ground, Moving Platform, Wall.

  2. Head Bump Layer Mask: This layer mask is used for calculations related to head bump detection. Recommended layers: Default, Ground, Wall.

  3. Wall Layer Mask: This layer mask is used for calculations related to wall interactions, such as wall sliding or wall jumping. Recommended layers: Wall.

By utilizing these layers and layer masks, the asset can efficiently handle physics calculations and create a more realistic and immersive experience in your 2D platformer-sidescroller game.