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Question by Avash · Sep 23, 2014 at 03:10 PM · rigidbody

One way ignoring collision

I use Physics.IgnoreCollision to ignore collision, but what if I want A to not ignore B but B to ignore A? (like clothes is Unity 5)

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avatar image pgomes · Sep 23, 2014 at 06:11 PM 0
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Could you clarify what you mean by one directional ignore collision? Should A and B never overlap? In what situations can they overlap?

avatar image Avash · Sep 23, 2014 at 07:15 PM 0
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They should never overlap.

avatar image Kiwasi · Sep 23, 2014 at 08:20 PM 0
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This doesn't make sense to me. Can you give further explanations of how you intend this to work?

Sounds like you are going to have to implement something custom.

avatar image Avash · Sep 24, 2014 at 01:22 PM 0
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So object A's position is calculated with raycast and and rigidbody.$$anonymous$$ovePosition(). It should be like non physical object that is only in players "imagination" and other objects should ignore it.

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Answer by Avash · Oct 11, 2014 at 01:24 PM

Mass to System.Single 1e-7f.

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Answer by Oribow · Sep 23, 2014 at 03:51 PM

You must find a way to clarify the object wich gave the intention to collide. Something like: check wich of booth objects had more speed or wich has been moved by the player or so one.

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avatar image Avash · Sep 23, 2014 at 05:14 PM 0
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Object A is always in coordinates calculated by script and it always gives intention. And how does that help me? I still don't know how B could ignore A.

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