Events2Join

Any way to have physics objects 'not' interact with each other.


Is it possible for an object to physically interact with another without ...

Yes this is possible now in 5.4. There is an option on the collision/physics settings for a component to use "One Way Interaction".

Any way to have physics objects 'not' interact with each other.

Hi / / Construct People. Normally in other physics engines you would use collision groups, when you for example want to have 2 objects that ...

Any way to stop physics interaction between objects except gravity ...

Create an anchored transparent copy for each physics BasePart that can collide. Clean this part from all children and set Collision Group to Default.

How to make certain rigid bodies not interact with others?

I'm making an animation where at some point the motion of a large quantity of rigid bodies is bumping into and interfering with the ...

How to make 2 objects not intersect each other?

If you're trying to animate a character that is to behave as normal, I don't think you want to try to use physics to solve problems with floor ...

How to make two physics bodies not collide with eachother

Than you need to go to your object details - collision and set object type to your new channel. Set to ignore for every object channel that this ...

How to make two objects not go through each other (without physics)

Detect collision · Record position and orientation at collision · if next movement will move object into the other, reset position to recorded ...

Make two physics objects not collide but do detect collisions in Unity

Isn't there a simpler way? Not really. You definitely need non-interaction between the player and enemy colliders, but some kind of interaction ...

How To Make Physics Objects Not Collide With Each Other But Do ...

Yes, but it would not collide with anything, not with a platform, on the floor, or on the walls, etc ... although of course, it would be useful ...

How do I ignore collision between This object and the Other?

they need to have solid, bouncing collisions with other things, just not with each other), you can use physics layers and collision masks to ...

What are the necessary settings to prevent objects passing through ...

Assuming i have a wall, made of non-kinematic physical objects with rigidbodies (Or possibly it is a static wall without a rigidbody, different ...

Enabling physics stops movement of one object, not another

If you're not using gravity then Physics objects require the physics actions to move. They have the atom icons. Normal force actions as well as ...

Is it possible for an object not to have interactions with any ... - Quora

Is it possible for an object not to have interactions with any other objects around it? Well… not really. If you were to suddenly plop an ...

Trigger a collision between physics object and non-physics object?

You can still use the standard, non-physics collision. It'll use the collision masks of the sprites, and not the physics collision masks.

How do I make certain physics objects NOT collide? - Construct 3

I have a small problem: I got three physics objects ... objects should simply pass each other unaffected. Is there a way of getting this to work?

How to make rigidbody gameobjects block each other without being ...

So a player/enemy should not be able to push other players, enemies or gameplay objects around. (These kind of interactions should be like collisions between ...

Rigid Body Physics for Beginners (Blender Tutorial) - YouTube

In order for bounciness to work, you dont just control the bounce of the active object but of the passive one as well.

Making very close Objects not to repel each other as Rigid Bodies

Hi , i have some rigid body objects , they are very close to each other. when the simulation is played , the objects “jump” , as if they ...

Collider's and Triggers in Unity — Understanding the Basics

... how you want Unity's Colliders to interact with each other utilising Unity's physics system. ... a Rigidbody attached to one of the game objects ...

A way to force many immediate physics object transformation updates

This does not work because after my entities move their colliders get updated on the next physics frame. All entities move within one frame, so ...