Layers

Your objects keep the layer you give them in Unity. Three layers are NodeWorld's:

LayerNameWhat is on it
7LocalPlayerThe local player's avatar.
8RemotePlayerThe other players' avatars.
31NodeWorld UIThe menu, its windows, the notifications, the keyboard and the microphone icon, drawn over the world.

The players' layers

A camera of your scripts shows the players with layers 7 and 8 in its cullingMask: a mirror that shows only the players reflects these two layers (mirrors). Keep your own objects off them.

Layer 31 is not your world's

The client's interface is drawn last, over everything, from layer 31. So:

  • an object of your scene, or a copy your scripts make, found on layer 31 goes to Default, with a warning in the log;
  • setting layer to 31 from a script is refused (Layer 31 is the layer of NodeWorld's own interface: a world cannot use it.), on an object or on drawing by instances.

See what a script cannot block.

The other layers

Use the others as you like: for a camera's culling mask or a ray's layer mask (physics). Layer 2, Ignore Raycast, is left out of Physics.DefaultRaycastLayers.

The names of the layers and the physics settings (which layers collide) belong to a Unity project, not to the scene: in players' games, those of the game apply. Its layers are named:

LayerName in the game
0Default
1TransparentFX
2Ignore Raycast
4Water
5UI
6Post Processing
7LocalPlayer
8RemotePlayer
13Pickup
17Walkthrough
31NodeWorld UI