# collidesWith

> Control which Layers this Particle System collides with.

## Definition

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

```csharp
public LayerMask collidesWith { get; set; }
```

### Remarks

Additional Resources: [LayerMask](/engine/6000.7/script-reference/unityengine/layermask.md)

### Examples

```csharp
using UnityEngine;
using System.Collections;

[RequireComponent(typeof(ParticleSystem))]
public class ExampleClass : MonoBehaviour
{
    private ParticleSystem ps;
    public bool layerToggle;
    private readonly int layer0 = 0;
    private readonly int layer1 = 1;

    void Start()
    {
        ps = GetComponent<ParticleSystem>();

        var main = ps.main;
        main.startColor = Color.red;

        var shape = ps.shape;
        shape.shapeType = ParticleSystemShapeType.Sphere;

        var collision = ps.collision;
        collision.enabled = true;
        collision.type = ParticleSystemCollisionType.World;
        collision.mode = ParticleSystemCollisionMode.Collision3D;
        collision.bounce = 0.0f;

        var collider1 = GameObject.CreatePrimitive(PrimitiveType.Sphere);
        collider1.transform.parent = ps.transform;
        collider1.transform.localPosition = new Vector3(0.0f, 0.0f, 13.0f);
        collider1.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f);
        collider1.layer = layer0;

        var collider2 = GameObject.CreatePrimitive(PrimitiveType.Sphere);
        collider2.transform.parent = ps.transform;
        collider2.transform.localPosition = new Vector3(0.0f, 0.0f, -13.0f);
        collider2.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f);
        collider2.layer = layer1;
    }

    void Update()
    {
        var collision = ps.collision;
        collision.collidesWith = layerToggle ? (1 << layer0) : (1 << layer1);
    }

    void OnGUI()
    {
        layerToggle = GUI.Toggle(new Rect(25, 40, 100, 30), layerToggle, "Toggle Layer");
    }
}
```
