Collision filters not working

I’ve gone through the steps described on this page, but all of my objects still interact with each other.

As a stripped-down test, I assign this filter to the ball:

local ballCollisionFilter = { categoryBits = 1, maskBits = 1 } physics.addBody( ball, "dynamic", {density = 3, friction = 0.2, bounce = 0.3, radius = 7.5, filter = ballCollisionFilter} );
which should mean, if I’m understanding it correctly, that it should not interact with anything else. Why would it be bouncing off of other objects?

EDIT: As another test I’ve done this:

local ballCollisionFilter = { categoryBits = 2, maskBits = 0 }  
local rockCollisionFilter = { categoryBits = 4, maskBits = 0 }  
local crateCollisionFilter = { categoryBits = 8, maskBits = 0 }  
local catCollisionFilter = { categoryBits = 16, maskBits = 0 }  

Shouldn’t that mean that nothing should collide? Is there some kind of switch you have to turn on to get physics bodies to respect their collision filters? [import]uid: 52127 topic_id: 9724 reply_id: 309724[/import]

Fixed. This was a scope issue. [import]uid: 52127 topic_id: 9724 reply_id: 35446[/import]