Collision Layer – Arma Reforger
Category: Arma Reforger/Modding/Guidelines/Assets
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* Vegetation - use for "soft" parts of vegetation - e.g. leaves  | * Vegetation - use for "soft" parts of vegetation - e.g. leaves  | ||
* Vehicle - Original layer for vehicles  | * Vehicle - Original layer for vehicles  | ||
* VehicleCast -   | * VehicleCast - used by wheels  | ||
*   | * VehicleSimple - used to collision between vehicles and static assets, should be more "rough" and made from as little as possible colliders  | ||
*   | * VehicleComplex - used for collision between vehicles and characters  | ||
* ViewGeometry - Used only for perception (AI)  | * ViewGeometry - Used only for perception (AI)  | ||
* Water -  | * Water -  | ||
Revision as of 13:27, 29 March 2023
Layers Setup
- Buoyancy
 - Camera - Special layer for camera collision
 - Character - For collider capsule of characters
 - CharacterAI - For collider capsule of AI characters
 - CharCollide - Used for Character-only collisions (e.g. wheels, which are otherwise raytraced)
 - CharNoCollide - Only for objects, which are NOT supposed to collide with character
 - Cover - deprecated?
 - Debris - Special layer for debris, we want it to collide with e.g. static, but not dynamic objects or character
 - Default - Default layer, will collide with everything
 - Dynamic - For dynamic objects like props are moveable in world
 - FireGeometry - Used only for damage, projectile tracing, etc.
 - Foliage - Layer used foliage on vegetation (mainly on trees)
 - Interaction - Special layer for interaction (usually not really used, only for special cases when any other collision layer used for interaction wouldn't be enough)
 - Ladder - For detection of ladders vs character (used for get in on ladder)
 - Navmesh - Navmesh layer for soldiers
 - NavmeshVehicle - Navmesh layer for vehicles
 - Perception - For trace to collide with ViewGeometry layer
 - Projectile - for bigger projectiles (bigger than bullet - e.g. RPG rocket)
 - Ragdoll - Special layer for ragdoll, e.g. character shouldn't collide with dead soldiers, when they are in ragdoll
 - Static - For static objects like buildings
 - Terrain - Special layers just for terrain
 - Vegetation - use for "soft" parts of vegetation - e.g. leaves
 - Vehicle - Original layer for vehicles
 - VehicleCast - used by wheels
 - VehicleSimple - used to collision between vehicles and static assets, should be more "rough" and made from as little as possible colliders
 - VehicleComplex - used for collision between vehicles and characters
 
- ViewGeometry - Used only for perception (AI)
 - Water -
 
LayerPresets Setup
(this is what must be set in the value of "usage" custom property in FBX)
- Main
- Default
 
 - Building
- Static
 - Navmesh
 
 - BuildingFire
- Static
 - FireGeometry
 - Navmesh
 
 - BuildingFireView
- Static
 - FireGeometry
 - ViewGeometry
 - Navmesh
 
 - Bush
- Foliage
 
 - Cover
- Cover
 
 - Character
- Character
 
 - CharacterAI
- CharacterAI
 
 - CharNoCollide
- CharNoCollide
 
 - Debris
- Debris
 
 - Door
- Static
 
 - DoorFireView
- Static
 - FireGeometry
 - ViewGeometry
 
 
- FireGeo
- FireGeometry
 
 - FireView
- FireGeometry
 - ViewGeometry
 
 - Foliage
- Foliage
 
 - Interaction
- Interaction
 
 - ItemFireView
- CharNoCollide
 - FireGeometry
 - ViewGeometry
 
 - Ladder
- Static
 - Ladder
 
 - Projectile
- Projectile
 
 - Prop
- Dynamic
 
 - PropView
- Dynamic
 - ViewGeometry
 
 - PropFireView
- Dynamic
 - FireGeometry
 - ViewGeometry
 
 - RockFireView
- Static
 - FireGeometry
 - ViewGeometry
 - Navmesh
 
 - Terrain
- Terrain
 - Navmesh
 
 
- Tree
- Static
 - Foliage
 
 - TreeFireView
- Static
 - FireGeometry
 - ViewGeometry
 
 - TreePart
- Dynamic
 
 - Vehicle
- Vehicle
 
 - VehicleFire
- Vehicle
 - FireGeometry
 
 - VehicleFireView
- Vehicle
 - FireGeometry
 - ViewGeometry
 
 - Weapon
- CharNoCollide
 
 - Wheel
- Static
 - FireGeometry
 
 
| LayerPresets | List of active layers | Description | Examples of usage | 
|---|---|---|---|
| Main | Default | Default LayerPreset | Not really used anywhere | 
| Cover | Cover | To be removed? | |
| Character | Character | Used on character colliders | |
| CharacterAI | CharacterAI | Special layerpreset with layer just for AI (they don't collide with vehicles for now, etc.) | |
| Projectile | Projectile | Used by projectiles (bullets, rockets), interacts with FireGeometry | |
| Vehicle | Vehicle | Collides with static and dynamic objects like buildings, props, other vehicles, etc. | On vehicles | 
| VehicleFire | Vehicle
 FireGeometry  | 
Same as above + Fire Geometry layer | On vehicles parts which can used both for collision and fire geometry | 
| VehicleFireView | Vehicle
 FireGeometry ViewGeometry  | 
Same as above + View Geometry layer | On vehicles parts which can used for collision, Fire and View | 
| ItemFireView | CharNoCollide
 FireGeometry ViewGeometry  | 
Used on props, items where collision with player is not desired - e.g. really small objects like chocolate bar | |
| Door | Static
 Navmesh  | 
Used on doors | |
| DoorFireView | Static
 FireGeometry ViewGeometry Navmesh  | 
Used on doors, | Same as above | 
| Weapon | CharNoCollide | Used on weapons | |
| Terrain | Terrain
 Navmesh  | 
Special preset for terrain mesh, is set in GenericTerrainEntity | On terrain meshes | 
| Prop | Dynamic | Used on dynamic assets - props | Used on assets like e.g. bottle, ammo box, chair, etc. | 
| PropView | Dynamic
 ViewGeometry  | 
+ View Geometry layer | |
| PropFireView | Dynamic
 FireGeometry ViewGeometry NavmeshVehicle  | 
Used on props which has only one geometry (no separated Fire geometry) | |
| Tree | Static
 NavmeshVehicle  | 
Used on tree/bush trunks (hard parts) | |
| TreeFireView | Static
 FireGeometry ViewGeometry NavmeshVehicle  | 
Used on tree/bush trunks (hard parts) where one collider can be used for both collision with soldier and then as Fire Geometry | |
| TreePart | Dynamic | Used on tree parts - branches, twigs, etc. | |
| CharNoCollide | CharNoCollide | Not used? | |
| FireGeo | FireGeometry | Collides only with projectiles | Used on Fire Geometry type of colliders | 
| Building | Static
 Navmesh  | 
Used on buildings as they use static colliders (+ special layer for detecting for Navmesh) | |
| BuildingFire | Static
 FireGeometry Navmesh  | 
+ Fire and View Geometry layer | Used on buildings | 
| BuildingFireView | Static
 FireGeometry ViewGeometry Navmesh  | 
+ View Geometry layer | Used on buildings | 
| RockFireView | Static
 FireGeometry ViewGeometry Navmesh  | 
Used on rocks | |
| Debris | Debris | Used on small debris pieces which should not collide with dynamic assets | |
| Interaction | Interaction | Not used? | |
| Ladder | Static
 Ladder  | 
Used on ladders, mainly for detecting ladder itself, so player can "snap" on it, but also used as collision | |
| Bush | Foliage | Used on "soft" parts of bushes | |
| Foliage | Foliage | Used on "soft" parts of trees - leaves, needles | |
| Wheel | FireGeometry
 CharCollide  | 
Used on vehicle wheels | |
| Glass | Static | Used on glass, in case Fire Geometry would need to be separated from normal collisions | |
| GlassFire | Static
 FireGeometry  | 
Same as above + Fire Geometry layer | |
	