Very bad english indeed... You can use raypick categories to do this. Worlds and bodies have an attribute named "solid" that is a 32 bit wide bitfield identifying the categories the object belongs to.
Example : CATEGORY1 = 1 CATEGORY2 = 1 << 1 object1.solid = CATEGORY1 # this object belong to category 1 object2.solid = CATEGORY2 # this object belong to category 2 object3.solid = CATEGORY1 | CATEGORY2 # this object belong to both category 1 and 2 Now when you use the raypick functions you can use the optional category parameter to select the categories you want to test. By default all object have solid = 1. Note that soya raypicking process is recursive. If you raypick a world and that world's solid attribute don't the match the category you passed to raypick() then the whole world is ignored and it's children wont be tested ! (this makes the category system quite difficult to use, maybe I should change that...) Hope this help. And by the way, there is a similar category system in ODE geoms. Souvarine. Pascal Peter wrote: > sorry for my very bad English. > > My question is : > is it a way to ave a part of the level of my game that is ignored by > collisions ? > > I ave a level like in game_skel from tutorials and a character. > I want tu put details in a separate level, so the collisions are ignored > for them. > > I experiment with a second level, attach the character to the first > level, but collisions are do. > With a second World, the second level is not visible (I mean it is normal). > > So, what can I do ? > > O- > Pascal > > > _______________________________________________ > Soya-user mailing list > Soya-user@gna.org > https://mail.gna.org/listinfo/soya-user > > _______________________________________________ Soya-user mailing list Soya-user@gna.org https://mail.gna.org/listinfo/soya-user