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I am creating a laser which is a dynamic body with its own collision filtering. I want it to not collide, as it does not currently but I want it to still report the collision or when the two overlap. Is such a thing possible?

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  • \$\begingroup\$ Report the collision in the collision filtering. gamedev.stackexchange.com/questions/22540/… \$\endgroup\$ – MichaelHouse Jan 28 '14 at 22:29
  • \$\begingroup\$ @Byte56 Can you elaborate? If I filter the collision so they can pass won't that not report the collision? \$\endgroup\$ – Pladnius Brooks Jan 28 '14 at 22:34
  • \$\begingroup\$ If you're filtering the collision, you know they've come in contact right? You make sure they don't respond to the collision and you report the collision to whatever you're reporting collisions to. Do you mean something else by "report collision"? \$\endgroup\$ – MichaelHouse Jan 28 '14 at 22:51
  • \$\begingroup\$ @Byte56 I'm not filtering it myself - it's all handled by the physics engine and it just ignores them. \$\endgroup\$ – Pladnius Brooks Jan 28 '14 at 22:53
  • \$\begingroup\$ I see, check out this: gamedev.stackexchange.com/questions/57818/… if you want to implement that stuff yourself. The solvers are where you'll want to report and decide not to do collision response. \$\endgroup\$ – MichaelHouse Jan 28 '14 at 22:55