Collision culling?

Okay, this probably doesn’t exist, but first, let me explain what I mean.
It’s pretty simple: All I want to do is have a plane (not an airplane) that only lets certain things through it - for instance, only the player can go through it, and nothing else can.
I might be asking for the impossible, but it’s worth a try :slight_smile:

I actually have the reverse problem, lol. But I found it’s because things will collide with physics if you move them with physics calls:

rigidbody.AddForce(value);

^ Will allow things to hit colliders if all that’s setup. But calling movement without physics calls, allows whatever to go wherever:

transform.position += new Vector3(direction);
// or
transform.Translate(0, 0, moveSpeed);

But you might be opening up a whole new can of worms when setting movement directly. So you could just always set your code up to work with physics unless you collide with said plane, then allow a quick movement change with hard move = velocity, basically. Then cut the code back to normal physics once out of the collision with said plane.

Sollution: Physics.IgnoreCollision

tolles thema mein freund