Hey, I’m doing some preliminary inquiry into physics layers as a possible solution to a problem. I’d like to have a physics-based flight model for my spaceship, and a physics-based character controller for a character walking around inside that ship. As I developed that, I ran into some seriously complicated centripital force math that I’d have to manually counteract whenever my character wasn’t at the center of my spaceship. I’ve since pitched my rigidbody character controller and created a custom transform controller. As I was looking into building wall collision for it, I stumbled across physics layers, and I’m thinking maybe they could solve my crazy math problem? I read this: Unity - Manual: Layer-based collision detection but I’m not completely clear if it says what I think it does.
So to get to my actual question, it looks like each object can only be assigned to a single physics layer, but can be impacted by multiple layers. Is this correct? In practice, would I be able to assign the ship to L1, a character controller to L2, and set it up in such a way that my ship can be forced around via physics that don’t bother the character, yet the RB character still interacts with the ship for collisions?