private SuperLayer ProcessObjectLayer(GameObject goParent, XElement xObjectLayer)
        {
            // Have our super object layer loader take care of things
            var loader = new SuperObjectLayerLoader(xObjectLayer);

            loader.AnimationFramerate = SuperImportContext.Settings.AnimationFramerate;
            loader.ColliderFactory    = CreateColliderFactory();
            loader.SuperMap           = m_MapComponent;
            loader.Importer           = this;
            loader.GlobalTileDatabase = m_GlobalTileDatabase;

            // Create our layer and objects
            var objectLayer = goParent.AddSuperLayerGameObject <SuperObjectLayer>(loader, SuperImportContext);

            AddSuperCustomProperties(objectLayer.gameObject, xObjectLayer.Element("properties"));

            RendererSorter.BeginObjectLayer(objectLayer);

            using (SuperImportContext.BeginIsTriggerOverride(objectLayer.gameObject))
            {
                loader.CreateObjects();
            }

            RendererSorter.EndObjectLayer(objectLayer);

            return(objectLayer);
        }
        private GameObject ProcessObjectLayer(GameObject goParent, XElement xObjectLayer)
        {
            // Have our super object layer loader take care of things
            var loader = new SuperObjectLayerLoader(xObjectLayer);

            loader.AnimationFramerate = SuperImportContext.Settings.AnimationFramerate;
            loader.ColliderFactory    = CreateColliderFactory();
            loader.Importer           = this;
            loader.GlobalTileDatabase = m_GlobalTileDatabase;

            // Create our layer and objects
            var objectLayer = goParent.AddSuperLayerGameObject <SuperObjectLayer>(loader, SuperImportContext);

            AddSuperCustomProperties(objectLayer.gameObject, xObjectLayer.Element("properties"));

            m_LayerSorterHelper.SortNewLayer(objectLayer);

            loader.CreateObjects();

            return(objectLayer.gameObject);
        }