checkCollisions
uses the native collision system of BabylonJS, so in case of physics engine set it to false
.
In the physics engine you can set collisionFilterGroup
and collisionFilterMask
. A collision between A and B will happen if A.collisionFilterGroup & b.collisionFilterMask !== 0.
So for every “digit” of A and B the AND
-operator is applied. By default group and mask is -1.
The example PG of @Cedric:
But I recommend to use new Havok physics engine:
How collision filters are set in Havok: