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