In my previous post, I presented the Cylindrical Line Renderer. It turns out that there’s a name for a cylindrical line. It’s called a tube! I feel pretty stupid for not calling my CylinderRenderer for TubeRenderer.
Layers play a central role in Unity. They are used by Cameras in order to only render parts of a scene, and by lights for illuminating specific objects. But here we’ll look at their use in physics, to control what gets hit by raycasts, sphere casts, overlap sphere, linecast and all that jazz. It turns out that using layer masks can increase the performance of these things, especially if your scene contains a lot of colliders.
Below are two screenshots of the projects that I’m actively working on at the moment.