Use collision layers to group objects of the same type. Use collision groups to define what the collision layers collide with. You can have a maximum of 64 layers per game.
Common types of layers are objects like the following:
- Static objects
The layers that you define are specific to your game. When a collider is created, it is assigned a collision layer with index  called
Default. This can’t be changed.
To create a collision layer
In O3DE Editor, choose Tools, PhysX Configuration.
Click the Layers tab.
Type the name of the layer into an available text field. Layer names must be 32 characters or less.
To assign a collision layer to a collider
In the O3DE Editor viewport, create an entity and select it.
In the Entity Inspector, add a PhysX Collider component to the entity.
In the PhysX Collider component, for Collision Layer, choose one of the colliders that you created from the drop-down list.
- If you rename a layer, its references are updated automatically, but you can’t reorder layers.
- If an entity with a PhysX Collider component is selected in the viewport and you use the PhysX Configuration window to create, rename, or delete a collision layer, the changes do not appear in the Entity Inspector. To see the changes, deselect and reselect the entity in the viewport.
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