Rigid Body Objects Ignore Physics Layers

The set up:
I have an empty object attached to the standard asset FPSController that spawns a new object (spawn point is that same empty object) every time you click the mouse. The object spawned has a rigid body + box collier and it’s “life” is to simply fall on the ground and bounce about for a short period before destroying itself.

The wanted function:
The player controller is on a layer called “Player”. The spawned object is on a layer called “shell”. According to Project Settings > Physics, the Player layer is unchecked with the shell layer so that the two layers should not be able to interact.

The issue:
The player controller and the spawned object’s colliders are bumping into each other when the player moves about. I don’t know if it has something to do with both objects having rigid bodies or not, but movement is greatly impeded when spawning objects or if there’s a bunch of the objects scattered about in front of the player controller.

The only solution that I have found was to remove the box colliders from the spawned objects… but then I don’t get a nice little pile on the “floor” where the player has been, which is what I wanted

Any help would be greatly appreciated…

I dont know how to work the physics matrix thing. Maybe you can try this out.

Run that on awake somewhere before you start spawning stuff.