Layers
What are the different layers used for in VRChat? What special properties of some specific layers should you know?
Below I've listed the currently used (+ reserved) layers and their use cases based on experimentation using my layer inspection tools.
My layer research is currently ongoing and information on this page may still be incomplete!
Any object set to 19-21: reserved2-4 will be forced to 0: Default on build (You can still manually force the layer during runtime)
No | Name | Visual elements | Notes |
0 | Default |
|
Default layer |
1 | TransparentFX |
Used for Unity's Flare Assets |
|
2 | IgnoreRaycast |
Ignored by Unity's Physics Raycasts if no layer mask is provided. Not ignored by VRChat's Physics Raycasts |
|
3 | reserved3 | ||
4 | Water |
|
|
5 | UI |
|
Interactive objects on this layer can't be interacted with unless the menu is open Colliders of remote players exist on this layer |
6 | reserved6 | ||
7 | reserved7 | ||
8 | Interactive |
Unused by Unity and VRChat |
|
9 | Player |
|
|
10 | PlayerLocal |
|
VRCMirrorReflection refuses to render this layer |
11 | Environment |
Unused by Unity and VRChat |
|
12 | UiMenu |
|
|
13 | Pickup |
Default pickup layer |
|
14 | PickupNoEnvironment |
|
Colliders on this layer only collide with the 'Pickup' layer |
15 | StereoLeft |
Unused by Unity and VRChat |
|
16 | StereoRight |
Unused by Unity and VRChat |
|
17 | Walkthrough |
Colliders on this layer won't collide with players |
|
18 | MirrorReflection |
|
Only layer that isn't rendered by the main camera (local player's sees the headless copy of themselves on layer 10) Colliders on this layer don't block VRChat raycasts |
19 |
InternalUI (Previously "reserved2") |
|
Will render over everything |
20 |
HardwareObjects (Previously "reserved3") |
||
21 | reserved4 |
Changelog
[2024-09-04]
- Added note about recently discovered personal mirror visuals on UI (5)
- Added note about recently discovered personal mirror collider on PickupNoEnvironment (14)
No Comments