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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. VRChat uses this to it's advantage with 14 additional Layers, which helps determine what Meshes, Objects, and functions should be used where.

Below, you will find the Collision Layers that VRChat uses as of December 7th, 2022.

Varneon made a similar article about this here with similar information. The difference is that I've added my own research based on my own discoveries.

**No****Name****Description****Visual elements****Notes**
0DefaultDefault Layer.- Avatar Pedestals
1TransparentFX


2IgnoreRaycast


4Water

- Portals

- Mirrors


5UI

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

8Interactive


9Player
- Any and all Remote Players in the current instance.


10PlayerLocal
- Local player without a Head.

VRCMirrorReflection refuses to render this layer anymore (because it's creepy?)

11Environment

Shares the same Collision Matrix as the Default Layer.

12UiMenu

- Nameplates


13PickupDefault Pickup Layer.

14PickupNoEnvironmentSame as Pickup but does not collide with the World.

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

15StereoLeft


16StereoRight


17WalkthroughSimilar to Default and Environment, except it does not collide with Players.


18MirrorReflection

- 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.

19reserved2

- HUD.

- Quick Menu and Main Menu.

- Camera UI.

- Camera Lens.

- Tooltips.

This Layer is immune to all Post Processing Volumes!

20reserved3


21reserved4