I’m making a top down physics based shooter. The problem is that the invisible plane that I have detecting where the mouse is one the screen through raycasting. That plane is messing with the physics majorly, so I have to move it out of the way, but if I move it back, the mouse position gets extremely inaccurate.
I need the plane to not interact with physics, but still detect rays hitting it. What do I do for that?
testure
2
put the plane on its own layer, and in the project’s physics preferences, make sure whatever layer you put it on isn’t colliding with anything.
collision matrix:
http://unity3d.com/support/documentation/Components/class-PhysicsManager.html