Anytime!
Yes, when I say “layer,” I am referring to the Unity layer system for 3D objects, which is used to control rendering and collision detection.
To implement the multi-floor system you described, you can assign each level of your environment to a different layer, and then use the Culling Mask property to control which layers are visible in the camera’s view. The Culling Mask is a bitmask that allows you to specify which layers are included or excluded from the camera’s view.
For example, if you have three levels in your environment, you could assign Level 1 to Layer 1, Level 2 to Layer 2, and Level 3 to Layer 3. Then, you could set the Culling Mask for your camera to include only Layer 1, so that only Level 1 is visible. To show Level 2, you would change the Culling Mask to include both Layer 1 and Layer 2, and so on.
You can also use layer masks to control what objects can interact with each other, based on their assigned layers. For example, you might want to prevent objects on different levels from colliding with each other, or allow them to interact in specific ways.
In summary, using layers and layer masks is a powerful way to control the visibility and interaction of objects in a multi-floor isometric game, and can help you achieve the effect you’re looking for.
Hope this helps you out some more!