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Ingame Layers


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I used Unity's LayerMask.LayerToName function to get the names of all layers in the game. There is a maximum of 32 layers (0-31), so more can't be added.

[COLOR=#808080][FONT=Consolas][I]
/*Layers[/I]
[I]*0:Default[/I]
[I]*1:TransparentFX[/I]
[I]*2:IgnoreRaycast[/I]
[I]*3:[/I]
[I]*4:Water[/I]
[I]*5:UI[/I]
[I]*6:[/I]
[I]*7:[/I]
[I]*8: PartsList_Icons[/I]
[I]*9: Atmosphere[/I]
[I]*10:Scaled Scenery[/I]
[I]*11: UI_Culled[/I]
[I]*12: UI_Main[/I]
[I]*13: UI_Mask[/I]
[I]*14: Screens[/I]
[I]*15:Local Scenery[/I]
[I]*16: kerbals[/I]
[I]*17: Editor_UI[/I]
[I]*18: SkySphere[/I]
[I]*19:Disconnected Parts[/I]
[I]*20:Internal Space[/I]
[I]*21:Part Triggers[/I]
[I]*22: KerbalInstructors[/I]
[I]*23: ScaledSpaceSun[/I]
[I]*24: MapFX[/I]
[I]*25: EzGUI_UI[/I]
[I]*26: WheelCollidersIgnore[/I]
[I]*27: WheelColliders[/I]
[I]*28: TerrainColliders[/I]
[I]*29: DragRender[/I]
[I]*30: SurfaceFX[/I][I]
*31: Vectors[/I][I]
*/[/I][/FONT][/COLOR]

Some of the layers need explanation:

Layers 1-7 are reserved by unity and 3, 6, and 7 are unnamed. They can still be used, though.

Orbital lines in map mode are on layer 31, not layer 24. Things like contract waypoints are on layer 24.

The skybox is layer 18.

Parts are on layer 0, and anything placed on layer 0 will have reentry and mach effects.

I figured that this would help some people out.

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