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Question by GREYSETH · Apr 03 at 09:20 AM · collisionprojectilelayermaskignorecollision

IgnoreLayerCollision not working

I have a bullet spread code which spawns 5 projectiles in the same position. In order to prevent the projectiles from colliding with each other, I used Physics.IgnoreLayerCollision. The bullets are set to their own layer, and I called the function in the Start(), like so:

 public LayerMask bullet;
 
 void Start() {
     Physics.IgnoreLayerCollision(bullet, bullet);
     Debug.Log("Collision ignored");
 }

I did not make a mistake with the variables. They're all set up correctly, and the Debug.Log message actually showed.


The thing is, this actually worked fine when done in my test script, but did not work at all when I moved this to my actual shooting script (Again, no variables were mistaken, everything was set up the way they're supposed to).

Until I tried to modify the shooting of my test script, which made it not work at all for it (for some weird reason). For extra measures, I also checked if the collision object is in the bullet layer for the projectiles:

 void OnCollisionEnter(Collision other) {
         if (other.gameObject.layer == bulletLayer) {
             return;
         }
         
         GameObject effect = Instantiate(particle, transform.position, Quaternion.LookRotation(surfaceNormal));
         effect.transform.parent = other.transform;
         Destroy(effect, particleTime);
 
         Destroy(gameObject);
         Debug.Log("Bullet destroyed");
     }

And yet, it showed the Debug message 5 times (once for each bullet).


This is really getting on my nerves, and any help of any kind would be very much appreciated.

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