intersect_ray ( Vector3 from, Vector3 to, Array exclude=[ ], int collision_layer=2147483647 )
You have to provide the full int with all the layers set.
so how can I achieve the same effect in type_mask, if I want to mask all Rigidbody in the ray cast?
I am not quite familiar with the collision later
Thank you.
icqqq | 2018-02-05 03:06
You have to set your collision layers. Here is a link of a thread explaining how they work. The last parameter in the intersect_ray is an integer, every bit work as a boolean for every collision layer. Here is another link to a thread explaining how to set the bits you need.
quijipixel | 2018-02-05 04:19
so you mean if I want to mask all Rigidbody, I need to put all rigidBody into the same collision layer so that my intersect_ray doesn’t test on that layer?
icqqq | 2018-02-05 06:16
Exactly, If you don’t want your rigids to trigger the raycast then create a collision layer for all you rigids (you can name them now if you wan’t, in the Project Settings), you can even set the collision layer of your rigids on the _ready of everyone. Then just set the collision_layer integer bit of that collision layer to 0.