# GetMask(params string[])

> Given a set of layer names as defined by either a Builtin or a User Layer in the Tags and Layers manager, returns the equivalent layer mask for all of them.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.7/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

## GetMask(string\[])

```csharp
public static int GetMask(params string[] layerNames)
```

### Parameters

**** (\[string\[]]\(https\://learn.microsoft.com/dotnet/api/system.string)): List of layer names to convert to a layer mask.

### Returns

| Type                                                       | Description                                   |
| ---------------------------------------------------------- | --------------------------------------------- |
| [int](https://learn.microsoft.com/dotnet/api/system.int32) | The layer mask created from the `layerNames`. |

### Remarks

```csharp
using UnityEngine;

public class Example : MonoBehaviour
{
    void Start()
    {
        Debug.Log(LayerMask.GetMask("UserLayerA", "UserLayerB"));
    }
}
```

**Note:** Suppose `UserLayerA` and `UserLayerB` are the tenth and eleventh layers. These will have a User Layer values of 10 and 11.  To obtain their layer mask value their names can be passed into [LayerMask.GetMask](/engine/6000.7/script-reference/unityengine/layermask/getmask.md).  The argument can either be a list of their names or an array of strings storing their names. In this case the return value will be 2^10 + 2^11 = 3072.
