Collider Filtering

Ok, so I have four characters that have to work together to defeat the evil cylinders. There names are Red, Blue, Yellow, and Green. They each have an ability, but they need to work together. Red’s is a flamethrower, Blue’s is a water gun, Green’s is a Cannon, and Yellow’s is a shield. Currently, only Green’s and Yellow’s powers are buggy.
I want the other players to enter Yellow’s shield, but right now they can’t. I need to be able to keep the collider because I need something for the cylinders to interact with. So basically the players need to be able to enter the shield, but not the cylinders.

And with the Green’s CannonBalls, the can currently hit other players and Yellow’s shield and send them flying off of the level. This is not good. I want the CannonBalls to not do this. Either bounce off the players, or destroy themselves once they hit a player, or just stop their momentum all together. Just stop it from moving the players. Again these need to be able to hit the cylinders.
Thanks for helping!

Use Physics.IgnoreCollision(playerCollider,yellowCollider);, in the scripts Start() function to have it ignore collision between the colliders.

If you’re using the 2D system, you need to have the objects the colliders are on, in different Layers, so that you can use Physics2D.IgnoreLayerCollision(layer,layer); to Ignore their collisions. (though this will supposedly be fixed in the next update where we will get a Physics2D.IgnoreCollision() function.)