Hi there

I’m making a Lunar Lander type rocketflying game in Unity.
I have my rocketobject with all the movement scripts attached, and my camera is its child, following it wherever it goes.
The known problem here is the cam clipping through objects/the terrain. So I attached an invisible sphere to the camera (around the camera) to prevent it from clipping through the floor.

When the rocket flies at a certain speed and collides with the terrain it explodes - the problem now is that it also explodes when the sphere around my camera collides with the terrain!

Is there a way around this without completely rebuilding everything? Or what would the best structure of objects be (I have player > cam > camsphere).

Thanks for any ideas and tipps!

Unless i misunderstand the question you should be able to provide a custom physics layer, tag the camera sphere as belonging to that layer and then go into your physics settings and have the two not interact.

Physics Manager