Godot layers and masks notes

The first time I learned about Godot’s collision layers and masks (will refer to them just as layers) I thought I understood them only to find out that they’re a bit confusing when trying to figure out interactions between objects that are supposed to detect each other. On my last entry where I ported the FlappyBird clone to Godot 4.1 I stumbled upon an issue with the bird not colliding properly with the pipes and the ceiling detector not… well, detecting.

At the end of the day the issue wasn’t that the layers weren’t properly setup but rather that the API to change the state of the collision layers changed between Godot 3 and Godot 4: when calling set_collision_layer_value (or .._mask) instead of specifying the bit which starts at 0, the layer_number is required that happens to start at 1. This was a headache for like an hour and made me realise that I didn’t understand layers that well or else I would’ve picked the error almost instantly.

While researching I found two really good short explainations that helped me grasp the concepts better in the same post, the first a bit technical (by Bojidar Marinov):

And the second, shorter and less technical but still powerful (in the same post linking back to Godot 3.0: Using KinematicBody2D):

While the complete answer is the first, as that is how layers work, the second can be used like a rule: 1) the layer is where the object lives, while 2) the mask is what the object will detect.


By David Luévano

Created: Tue, Aug 29, 2023 @ 10:10 UTC