# GetSupportedLayers

> Returns an array of all supported detail layer indices in the area.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.5/script-reference/unityengine.md)
* **Assembly:** UnityEngine.TerrainModule

## GetSupportedLayers(int, int, int, int)

Returns an array of all supported detail layer indices in the area.

```csharp
public int[] GetSupportedLayers(int xBase, int yBase, int totalWidth, int totalHeight)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): **** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): **** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): **** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)):&#x20;

### Returns

| Type                                                           | Description |
| -------------------------------------------------------------- | ----------- |
| [int\[\]](https://learn.microsoft.com/dotnet/api/system.int32) |             |

### Remarks

The Terrain uses a detail layer density map. Each pixel in the map determines the amount of details objects that will be procedurally placed in the pixel area. The layer determines the detail prototype that will be instantiated at the location.

## GetSupportedLayers(Vector2Int, Vector2Int)

Returns an array of all supported detail layer indices in the area.

```csharp
public int[] GetSupportedLayers(Vector2Int positionBase, Vector2Int size)
```

### Parameters

**** (\[Vector2Int]\(/engine/6000.5/script-reference/unityengine/vector2int)): **** (\[Vector2Int]\(/engine/6000.5/script-reference/unityengine/vector2int)):&#x20;

### Returns

| Type                                                           | Description |
| -------------------------------------------------------------- | ----------- |
| [int\[\]](https://learn.microsoft.com/dotnet/api/system.int32) |             |

### Remarks

The Terrain uses a detail layer density map. Each pixel in the map determines the amount of details objects that will be procedurally placed in the pixel area. The layer determines the detail prototype that will be instantiated at the location.
