I’m trying to de-tangle a mess of ignore collision true/false
I suppose physx stores ignored colliders in an array, can we read that array ?
L
I’m trying to de-tangle a mess of ignore collision true/false
I suppose physx stores ignored colliders in an array, can we read that array ?
L
Nope! File bug reports until we get access to PhysX’ extensive facilities for ignoring collisions.
Does this mean that there’s no way to create something like “collision groups” or “collision filters” which can ignore each other? Because that would be tragic.
It’s such a common need in games, like when you fire a bullet you don’t want it to collide with the player or maybe other “friendly” things but you want it to collide with enemies and world geometry.
I’m having a devil of a time finding any documentation for something like this, other than Physics.IgnoreCollision(), which isn’t quite the same thing and is kind of limited in its utility. (I only stumbled across that in a forum search as there appears to be no search capabilities for the documentation?)
The scripting reference does have a search box on the left. Physics.IgnoreCollision will in fact do what you want, it’s just that you have to loop through all the objects yourself as necessary (which can be a bit of a pain in some cases, yes).
–Eric
So, I have to build my own collision group management. Hrmm… WISHLIST!
There is a search bar?? :o Are you talking about these docs:
I swear I don’t see one. Are there other docs I don’t know about?
EDIT: Ahhh, I do see one at Unity - Scripting API:
Thanks for helping.
Don’t bother…it’s been wished for before, more than once. Hopefully someday when PhysX is updated in Unity.
–Eric
Specifically a popular wish is to be able to ignore entire layers.
I’m sure it’s popular because that’s a really fundamental kind of functionality that is missing. I hope UT is listening.
+1
Wow, I was just searching on how to do this. Guess we can’t right now without extra work.
My brief time with Torque made me really see the value of collision groups. IMO Unity wins on all other fronts, but the lack of easily assignable collision groups is a bummer.