Hello,
I’m making a simple 2D shooter as a PlayCanvas training (PlayCanvas 3D HTML5 Game Engine) and trying to make bullet and player rigid body don’t collide each other. I put a code not to fire explosion when those two collide. But I can’t have PlayCanvas physics engine to ignore collisions between those two types of rigid bodies. And it end up with unwanted sudden acceleration of the player character when it fires many bullets at once while moving. How can I resolve this issue?
The player is a dynamic rigid body with a spherical collision component. The bullets is a kinetic rigid body with a spherical collision component.
It seems Unity uses a feature called Collision Layer to deal with this kind of requirement. But I couldn’t find a similar feature in PlayCanvas.
Thanks in advance!