The Tags and Layers settings (main menu: Edit > Project SettingsA broad collection of settings which allow you to configure how Physics, Audio, Networking, Graphics, Input and many other areas of your project behave. More info
See in Glossary, then select the Tags and Layers category) allows you to set up Tags
See in Glossary, Sorting Layers and LayersLayers in Unity can be used to selectively opt groups of GameObjects in or out of certain processes or calculations. This includes camera rendering, lighting, physics collisions, or custom calculations in your own code. More info
See in Glossary.
Contains a list of tags in your project. Tags are marker values that you can use to identify objects in your project. To add a new tag, select the plus button (+) at the bottom-right of the list, and assign it a name. You can’t rename tags, but can remove them with the minus (-) button at the bottom-right of the list.
Defines the overlay order of Sprites in the 2D system. Sorting Layers are used in conjunction with SpriteA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info
See in Glossary graphics. To add or remove a sorting layer, use the plus and minus (+/-) buttons at the bottom-right of the list. To reorder layers, drag the handle on the left-hand side of each layer item.
Groups objects that share particular characteristics, primarily to restrict operations such as raycasting or rendering so they only apply to the relevant group of objects. For more information, refer to Layers. Layers marked as Builtin Layer are default layers used by Unity and can’t be edited, while layers marked as User Layer can be customized. To customize a User Layer, type a name into its text field. You can’t add more Layers but you can rename them.
Lists the names of Rendering Layers if your project uses the Universal Render Pipeline (URP) or the High Definition Render Pipeline (HDRP). Use Rendering Layers to configure which lights or decals affect which GameObjects. The Built-In Rendering Pipeline doesn’t support Rendering Layers. Refer to the following for more information:
TagManager