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 |
4 Water
- Portals
- Mirrors
5 UI
- Remote camera lens
- Player scanning highlight
Interactive objects on this layer can't be interacted with unless the menu is open
Colliders of remote players exist on this layer
6 reserved67 reserved7
8 Interactive
Unused by Unity and VRChat
9 Player- Remote players
- Remote player chatbox
10 PlayerLocal
- Local player without head
VRCMirrorReflection refuses to render this layer
Unused by Unity and VRChat
12 UiMenu- Nameplates
- Remote camera nameplate
13 Pickup
Default pickup layer
14 PickupNoEnvironmentColliders on this layer only collide with the 'Pickup' layer
15 StereoLeftUnused by Unity and VRChat
16 StereoRightUnused by Unity and VRChat
17 WalkthroughColliders on this layer won't collide with players
18 MirrorReflection- Complete local player (shown in mirrors and cameras)
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
19InternalUI
(Previously "reserved2")
- HUD
- Main menu
- Camera UI
- Camera lens
- Cursor
- Tooltips
- Expression menu
Will render over everything
20HardwareObjects
(Previously "reserved3")
21 reserved4