collision-layers
Skill12 starsChanged 23 days agoMITView on GitHub
Use when gameplay, projectiles, actors, world geometry, hazards, cameras, IK or sensors need explicit collision/query categories and a reviewable interaction matrix.
In this repository194 other files it gives its agents.
- llms.txtllms.txt
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- The first 60 shown.
The file
Files
Collision layers
This skill owns stable collision/query category IDs and their interaction matrix. It does not own hit resolution (hitbox-hurtbox), world navigation/body motion, camera collision response or IK contact solving.
Matrix
Publish stable semantic categories and allowed interaction/query pairs, for example project-specific equivalents of:
pawn-body
world-solid
attack-volume
hurt-volume
grab-volume
projectile-volume
hazard/sensor
camera-query
ik-ground-queryNames and count are project data. Rendering/costume/material layers are not automatically gameplay collision layers.
Rules
hitbox-hurtboxowns attack/hurt/grab meaning and stable hit identity; this skill only allows/blocks candidate layer pairs.- World/pawn blocking and movement response stay with the movement/physics owner;
hazard-volumeowns hazard semantics. - Projectile friendly-fire/team policy is explicit project data rather than an assumed universal default.
camera-anti-clipandik-foot-lockinguse dedicated query masks/categories so presentation probes do not accidentally trigger gameplay contacts.- Layer IDs/masks remain stable across asset/costume swaps; catalog reorder or visual skin changes do not silently alter collision behavior.
Accept
Export/draw the interaction matrix and replay representative allowed/blocked pairs. Changing render assets leaves layer IDs/pairs unchanged, and every gameplay contact still resolves through its domain owner rather than the mask alone.
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