# excludeLayers

> The additional Layers that this Collider2D should exclude when deciding if a contact with another Collider2D should happen or not.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.7/script-reference/unityengine.md)
* **Assembly:** UnityEngine.Physics2DModule

```csharp
public LayerMask excludeLayers { get; set; }
```

### Remarks

The Layer Collision Matrix defines which Layers can and cannot contact other Layers. This property allows you to exclude Layers that this specific [Collider2D](/engine/6000.7/script-reference/unityengine/collider2d.md) instance should not contact.

When excluding Layers, all Layers that should be included are first included before finally excluding Layers. In other words, both including and excluding a Layer results in the Layer always being excluded.

**NOTE**: Because Layers can be included or excluded differently depending on the settings of each [Collider2D](/engine/6000.7/script-reference/unityengine/collider2d.md) instance, there is the potential for a conflicting decision for whether contact should happen or not when two [Collider2D](/engine/6000.7/script-reference/unityengine/collider2d.md) instances come into contact with each other. You can find the detailed rules for how Unity arbitrates this decision in the [\_layerOverridePriority](/engine/6000.7/script-reference/unityengine/collider2d/layeroverridepriority.md) documentation.

Additional Resources: [\_includeLayers](/engine/6000.7/script-reference/unityengine/collider2d/includelayers.md), [\_includeLayers](/engine/6000.7/script-reference/unityengine/rigidbody2d/includelayers.md), [\_excludeLayers](/engine/6000.7/script-reference/unityengine/rigidbody2d/excludelayers.md)
