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Help  How does one disable "phase" based collision masking?
#7
I'm guessing this largely mirrors what Unity's collision matrix does, except it doesn't use Unity's layers.

I like this. One thing I wish Unity did differently was to de-couple collision layers from rendering layers (which, afaik, are the two main/only features that use layers). Often I've found the need to split up the limited 32 layers between things that are relevant to rendering and things that are relevant to collision. If a game object had both a renderer and a collider and needed to be organized into two separate layers, you'd need to split the game object up instead. Often it is easy to just assign a whole prefab to a layer for its collision and wind up with Unity complaining about renderers being on more than 4 layers.

Good thing that won't be a concern here.
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RE: How does one disable "phase" based collision masking? - by Hatchling - 21-05-2021, 02:52 PM