How are layermasks used in context to Camera culling?
I hate this topic so much I could yell at the person who thought of it…
What I want to know, is how are layermasks used in context to Camera culling?
From my endless Googling, layermasks seem to be massively used more so for raycasts than Camera Culling and I understand it can be used for both but in the raycast context, it just makes it more confusing for me to grasp the concept as im needing to convert it to to the Camera context. (This is just the way my mis-wired brain works)
From what I can tell, it uses a few operators some of which are conditional…(AND and OR (I dont know what the symbols are for those, I never use them) …to me, we are not checking a conduction…![]()
The following operators I have found are…
=| mask
= ~mask
…with a few others…
What do these operators mean?
How are these initalised? (Full code)
How is layer 8 included among other activated layers?
How is layer 8 removed among other activated layers?
Note: PLEASE dont talk above that annoying 00000010000 ##
##, unless it really is necessary. I have discovered the 1 << LayerMask.NameToLayer("Player"); and im happy.
Manor note: Appologies if I came across abit short, to me this is like learning something that everyone has explained to you a million times in different ways and you still dont get it. Frustrating…