# layerOverridePriority

> A decision priority assigned to this Collider2D used when there is a conflicting decision on whether a contact between itself and another Collision2D should happen or not.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.Physics2DModule

```csharp
public int layerOverridePriority { get; set; }
```

### Remarks

The Layer Collision Matrix defines which Layers can and cannot contact other Layers. Addition Layer includes and excludes can be made per [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md) or all [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md) attached to a specific [Rigidbody2D](/engine/6000.0/script-reference/unityengine/rigidbody2d.md). Any contact involves two different [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md) instances. Unfortunately this can result in one [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md) deciding that it should contact the other [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md) but the other [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md) deciding it should not.  There are rules however in determining and ultimately arbitrating the final decision on whether a contact should be created or not.

The rules for a making a decision for contact between two [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md), referred to here as A and B, are made in the following order:

1. If both A and B make the same decision then use that decision.
2. If only A or B are using a Layer include or exclude then use the decision for A or B that has include or exclude specified.
3. If both A and B are using a Layer include or exclude then use the decision from A or B that has the higher [Collider2D.layerOverridePriority](/engine/6000.0/script-reference/unityengine/collider2d/layeroverridepriority.md).
4. If A and B have the same [Collider2D.layerOverridePriority](/engine/6000.0/script-reference/unityengine/collider2d/layeroverridepriority.md) then the decision will be to not create a contact.

Additional Resources: [Collider2D.includeLayers](/engine/6000.0/script-reference/unityengine/collider2d/includelayers.md), [Collider2D.excludeLayers](/engine/6000.0/script-reference/unityengine/collider2d/excludelayers.md), [Rigidbody2D.includeLayers](/engine/6000.0/script-reference/unityengine/rigidbody2d/includelayers.md) & [Rigidbody2D.excludeLayers](/engine/6000.0/script-reference/unityengine/rigidbody2d/excludelayers.md).
