Code: Select all
if (!collisionSet)
{
projectileGroup = new CollisionGroup();
CollisionGroupPair pair = new CollisionGroupPair(projectileGroup, projectileGroup);
CollisionRules.CollisionGroupRules.Add(pair, CollisionRule.NoBroadPhase);
collisionSet = true;
}
else { }
((Sphere)collisionBase.getPhysicsCollider()).CollisionInformation.CollisionRules.Group = projectileGroup; // Returns a Sphere
It doesn't seem to be working.