Hi,
I’ve been trying to write a basic effect where a player’s object can fire bullets. I’m using Instantiate, based on the FireRocket() example in the documentation.
The problem is that both the Player and the Bullet are rigidbodies with colliders (which I guess they need to be since I’ll want to do collision detection on both of them). As a result, if I instantiate the bullet at the player’s transform.position exactly, the two physical objects overlap and are deemed to have crashed into each other, and the player object is pushed upwards (which I don’t want to happen - ideally I’d like a way of telling the physics engine to never move it up).
I thought I could put them on different layers but they still collide. Is there a way to stop this?
Thanks!