Physx based multi world system

I have scene with bunch of colliders with out rigibodies, where all my rigibodies are spawned dynamically via code. I was wondering if I can seprate all the dynamic rigidbodies into separate world physics simlation, where they still use the same static none rigidbody collider environment? What’s the best way doing this?

Maybe using layers? You may then assign different bodies to different layers and disable their interaction in the Layer Collision Matrix (Project Settings > Physics).

That’s a big maybe, because I am already using layers for my internal logic(like ground casting and stuff), that means I will have to separate internal logic layers * N, which is a very confusing workaround… And defining layer is something that I can’t do in runtime, where opening multiple sessions is something I can defining in runtime, seems to be very wrong thing to do to get things right.