Search Issue Tracker
By Design
Votes
0
Found in
5.2.0f3
Issue ID
727711
Regression
No
LayerMask.LayerToName(int) is reporting incorrect values
To reproduce:
1. Open the attached project and the 'LayerMaskBug' scene.
2. Review the 'LayerMaskCheck' script. Note that script feeds the value of the layer mask field to LayerMask.LayerToName(int) and outputs the result to the console.
3. Play the scene.
4. Select '__RaycastTester__' in the hierarchy view.
5. Note that the 'Mask' field, which is a LayerMask field, shows 'Default'.
6. Note that the console message is 'TransparentFX'. (Bug)
7. Change the value of the 'Mask' field to 'TransparentFX'.
8. Note that the console message is 'Ignore Raycast'. (Bug)
To see the bug even more clearly, paste this line of code after line 38:
Debug.Log (msg + LayerMask.GetMask (LayerMask.LayerToName (mask)) + " (" + mask + ")");
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Android] Texture Compression default texture format is set to PVRTC when building via script BuildPipeline.BuildPlayer
- [Android][GameActivity] APK built with Development Build enabled gets flagged as having Malware
- Default name of manually created Global Light 2D GameObject differs from the one included in the initial project Scene
- Option for "Acceleration Structure Build Flags" cannot be toggled when Lightmaps have been Generated for a Mesh Renderer
- Lights in Batch keep resetting to 0 in the Light Batching Debugger when a new GameObject is created and the mouse cursor is hovered over the Inspector window
Add comment