Ignore collision for a single billboard particle?
I am using Unity 2018.3.8f1 and have a SphereCollider attached to my camera with a RigidBody to ensure billboard particles don't get too close to the camera in VR. OnParticleCollision() is called and I am able to find which particle is hitting my sphere. I would like to allow a single particle (chosen randomly from several particle systems) to ignore this SphereCollider and pass through to get close to the camera. Unfortunately I can't find any way to access the collider of the individual particles, only the entire ParticleSystem.CollisionModule.
Physics.IgnoreCollision(CameraManager.Instance.SphereCollider, Particles[idx].???)
Here are collision settings:
Here is the rigidbody:
Here are some ideas that I tried without success:
changing the Physics Bounce Threshold to 0.001 and during particle movement setting the velocity to 0.
setting the SphereCollider radius to 0 to allow the particle to pass through, then setting back to 20 when the particle is in it's final position... this bounces the particle away immediately after resizing the SphereCollider.
shifting the SphereCollider behind the camera after the particle is in final position... works great until the VR player turns around behind them and hits the particle I just let through!
shrinking the SphereCollider to a huge size to push ALL particles away, then resize to very small (1.5f)... this works for a while, unfortunately some of my particles are crazy and after 1 minute of interacting with the single close-up particle, still manage to jump in front of the camera and ruin the experience.
ignoring SphereCollider entirely and manually checking the bounds around the player, then deflecting all particles except my target particle. I gave up after a full day of messing around with this idea.
I'm all out of ideas to try. Any suggestions?
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