Collisions ignored across display groups?

Im adding depth it my game but before I go too far I justed wanted some clarity. The physics api description is slightly ambiguous on this subject.

Imagine three layers of asteroids with the fore most group bought to front etc. what I am looking to do is move the actor between the three layer foreground, normal, background and attributing to the most appropriate display group depending on movement.

If the actor is in the foreground would the physics engine ignore collisions on the normal and background display groups or does the engine not work in that way I.e. z axis? [import]uid: 103970 topic_id: 19796 reply_id: 319796[/import]

collisions will fire no matter what display group they are
you need to set up collision filters or additional logic for this to work [import]uid: 16142 topic_id: 19796 reply_id: 76749[/import]

Thanks @darkconsoles it was knowing the terminology.

These look useful articles

http://developer.anscamobile.com/content/collision-filter
and
http://developer.anscamobile.com/forum/2010/10/25/collision-filters-helper-chart

Thanks again for pointing me in the right direction [import]uid: 103970 topic_id: 19796 reply_id: 76765[/import]