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Question by mispy · Jun 08, 2015 at 10:44 AM · collisionphysicsparticles

IgnoreCollision and particle systems

Let's say I have a spaceship that fires a beam made of particles at another ship. I want the particles to collide with the target but not the ship that fired it.

Normally, you'd use collision layers for this. However, there are arbitrarily many ships in the game and a limited number of layers. Is it possible to either add new layers at runtime or use IgnoreCollision with particle systems?

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avatar image crezax · Dec 02, 2016 at 05:30 PM 0
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Did you figure it out? I'm having exact same problem

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Answer by HarshadK · Jun 08, 2015 at 10:45 AM

When a collision occurs you can check if it collides with the spaceship that generated it and ignore that collision and perform your collision tasks when it collides with the target spacechip only.

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avatar image mispy · Jun 08, 2015 at 03:35 PM 0
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But my collision tasks aren't what is responsible for the physical interaction. Unity particles will bounce around regardless of what I do in OnParticleCollision

avatar image Mattstg mispy · Feb 26, 2018 at 11:54 PM 0
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Hey, sorry I know its been a while, did you ever find a solution? Were stuck on the same problem.

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