# VRChat's Layers What are Layers? In Unity, a game developer can determine a set of collision layers in order to allow/disallow things from colliding with each other at runtime. VRChat uses this to it's advantage with 14 additional Layers, which helps determine what Meshes, Objects, and functions should collide with and where. Below, you will find the Collision Layers that VRChat uses as of December 7th, 2022. Varneon made a similar article about this [here](https://vrclibrary.com/wiki/books/varneons-vrchat-world-development-handbook/page/layers) with similar information. The difference is that I've added my own research based on my own discoveries.
**No****Name****Description****Known Visual Elements****Notes**
0DefaultDefault Layer.- Avatar Pedestals
1TransparentFX
2IgnoreRaycast
4Water \- Portals \- Mirrors
5UI

Interactive objects on this Layer cannot be interacted with until the Quick Menu is opened.

8Interactive
9PlayerRemote Players. - Any and all Remote Players in the current instance.
10PlayerLocalThe Local Player's Avatar Body seen in First-Person View. - Local Player without a Head.

`VRCMirrorReflection` refuses to render this Layer anymore (because it makes you look headless?)

11EnvironmentStatic World Meshes.

Shares the same Collision Matrix as the Default Layer.

12UiMenuUser Interface Elements, Part 1. \- Nameplates
13PickupDefault Pickup Layer.

This Layer is automatically assigned to any GameObject with a `VRCPickup` Component attached to it.

14PickupNoEnvironmentSecondary Pickup Layer. Does not collide with the World.

Avoid using Gravity on Pickups in this Layer as it will never collide with the World whatsoever.

15StereoLeftLeft Eye of the Local Player's VR Headset.
16StereoRightRight Eye of the Local Player's VR Headset.
17WalkthroughGameObjects and Meshes that should never collide with Players.

This Layer can prove useful for Tabletop Games that should never collide with Players whatsoever (e.g. Billiards).

18MirrorReflectionUsed for Objects that should only be visible in Mirrors rendered by the `VRCMirrorReflection` Script. \- Complete Local Player (that's you!) is shown in Mirrors.

Only Layer that is never rendered by the Main Camera (Local Player's sees the headless copy of themselves on Layer 10).

Colliders on this layer never block VRChat Raycasts.

19reserved2User Interface Elements, Part 2. \- HUD. \- Quick Menu and Main Menu. \- Camera UI. \- Camera Lens. \- Tooltips.

This Layer is immune to all Post Processing Volumes!

20reserved3Currently not used. Reserved for future use in VRChat.
21reserved4Currently not used. Reserved for future use in VRChat.