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Question by MartinLyne · Oct 23, 2013 at 04:00 PM · layersglobaloop

Good practice for storing layerInt values

Hi, As layer numbers are global and can be used in a number of classes/components, how do you store them without having magic numbers scattered around?

It's only a minor thing, but curious how others in the community go about it.

I'll be locally declaring them for now, but that'll still end up duplicated around. A static class would work, as it's just config, but I'm sure there's a more intuitive way.

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Answer by VesuvianPrime · Oct 23, 2013 at 10:14 PM

Personally I believe it depends on how frequently each layer is being used. If I know only one type of object in my scene is to be drawn on a given layer, then I would handle the layer in that MonoBehaviour only.

 public class MyInvisibleObject : MonoBehaviour
 {
      private const int detectiveVisionLayer = 10;
 }

However, if I have layers that are used by many objects, I would keep them in a static class somewhere:

 public static class GraphicsConstants
 {
     public const int fooLayer = 1;
     public const int barLayer = 2;
 }

Of course, you could do this in a List or Dictionary instead.

Now, I avoid using strings as much as possible, but with layers I prefer to use strings because it's easier to see where the result in the scene is coming from. As such, I tend to use this method a lot in my MonoBehaviour subclass:

 // Convenience accessor for getting/setting layer by name
 public string layerName
 {
     get
     {
         return LayerMask.LayerToName(this.gameObject.layer);
     }
     set
     {
         this.gameObject.layer = LayerMask.NameToLayer(value);
     }
 }
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avatar image MartinLyne · Oct 25, 2013 at 02:47 PM 0
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Great, thanks for the dictionary example, not used before (from a PHP lineage)

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