For my game, I need an invisible “ceiling” that only collides with one type of object. I figure collision filters were the way to go, and I think that’s right - just make that ceiling have a mask indicating the one object that it can collide with.
So far, so good.
When I opened up the Physics Editor, however, I realized that every one of my objects has the first category bit selected and all mask bits selected. I guess that’s the PE default. I don’t think it’s a problem since to date, all objects *can* collide with one another in my game.
Or is it a problem? Should all physics objects have a category bit of 1? That doesn’t seem right. If they should be unique, what if I have more than 16 objects with physics bodies defined (hint: I do)?