Collidable objects can exist in any of 32 different layers. These layers are not visual, but more of a tagging system instead. A collidable can use these layers/tags to select with which objects it can collide, using [method set_collision_mask].
A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
</description>
</method>
<methodname="set_collision_layer_bit">
<returntype="void">
</return>
<argumentindex="0"name="bit"type="int">
</argument>
<argumentindex="1"name="value"type="bool">
</argument>
<description>
Set/clear individual bits on the layer mask. This makes getting a body in/out of only one layer easier.
</description>
</method>
<methodname="set_collision_mask">
<returntype="void">
</return>
<argumentindex="0"name="mask"type="int">
</argument>
<description>
Set the physics layers this area can scan for collisions.
</description>
</method>
<methodname="set_collision_mask_bit">
<returntype="void">
</return>
<argumentindex="0"name="bit"type="int">
</argument>
<argumentindex="1"name="value"type="bool">
</argument>
<description>
Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.
A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.