so, if I put:
-
the terrain and walls at collisionGroup 1, and to collide with nothing
-
all chars at collisionGroup 2, and to collide with 1, 2 and 3
so they collide with walls and terrain,
with other chars, and
with projectiles (but then the char will collide with his own projectile too) -
the projectile at collisionGroup 3, and to collide with 1, 2 and 3
so it can hit chars (even the one that fired it)
terrain, walls and other projectiles (thrown debris, etc)
It doesnt seem this problem should use the collision groups to be solved, or am I missing something in the logic?
My goal also is to the projectile initially ignore who fired it, but if it fall on his head (if thrown upwards) or ricochets on a wall, I still want it to hit the char who fired it.
btw, I found this question too, that ppl didnt report if they succeed