Ignore collision layer on single object?

Hi everyone

I have some elevators in my game that NPC’s can use. While they are in the elevator I want them to ignore my Ground layer so that they can pass through it.

I’ve found that I can ignore collisions between two objects using IgnoreCollision (Unity - Scripting API: Physics2D.IgnoreCollision) and I can ignore collisions between two layers using IgnoreLayerCollision (Unity - Scripting API: Physics2D.IgnoreLayerCollision), but I need something where I can tell a single object to ignore a single collision layer.

Is there a way to do this?

Reply from ChatGPT

Yes, you can ignore collisions with a specific layer on a single object in Unity by setting the object’s layer to a layer that is set to ignore collisions with the layer you want to ignore. Here are the general steps to do this:

  • Create a new layer in the Layer Collision Matrix and set it to ignore collisions with the layer you want to ignore.

  • Assign the new layer to the object you want to ignore collisions with. You can do this by selecting the object in the Hierarchy or Scene view, going to the Inspector panel, and changing the Layer dropdown to the new layer.

  • You may need to update the Physics settings for the new layer if you want it to behave differently than the default layer. To do this, go to Edit > Project Settings > Physics and find the settings for the new layer.

  • If you want to change the behavior of the new layer only for the specific object, you can create a new Physics Material for the object and set its bounciness, friction, and other properties as desired. Then assign the Physics Material to the object’s Collider component in the Inspector panel.

By setting the object’s layer to a layer that ignores collisions with the layer you want to ignore, you can effectively ignore collisions with that layer for the specific object.

Did you just necro a nearly 9-year-old post just to post some CGPT-output? (Which is usually less useful than simply googling?)
Yes… Yes you did…

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lmao

Even worse, it’s technically wrong. That’s for 3D physics. :wink:

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