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My goal here is that each player that joins the game will get a unique layer for their player, that way I can set the first person camera's culling mask to only exclude their own body from rendering, and not all players. This task is a bit beyond my reach and after reading a lot about cullingMask I still can't quite get a grasp on the syntax.

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  • \$\begingroup\$ Is this a networked game? If so, you don't need to do anything like that at all. Just don't have the body model present for the local client player object. The local player has no body. Their body mesh only exists in their peers' game instances not in their own. \$\endgroup\$
    – DMGregory
    Jun 26 '21 at 16:45

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