i can guess only to use suspend dynamics , the object become static until you not re-enable dynamics.
this mean that you can move througt other obj, but other obj dynamic continue to get the collision…
or you can parent the obj to a empty noCollision (compound,ghost) this make the obj really ghost …
You could replace the player’s mesh with a non-collision enabled mesh and recalculate the physics. That might work. You could also try doing the object’s physics yourself - then you can selectively ignore collisions. Otherwise, I believe Kupoman’s Cucumber branch from last year’s GSOC had collision groups implemented - maybe they’ll be merged soon, or maybe you or someone else can make a build with it enabled.
It’s possible. I have a cube with collision on it on a second layer that I add to the enemy when the player is a certain distance away, then remove it when the player leaves that distance. You could just only add the collision cube if the conditions you need are met.
Not sure if this is the most efficient way, but it works.
Thanks again Redbaron5 for further explanation. Aha, you mean add object from a hidden layer and remove afterwards. This I have already tried but not with really great results.
For now, the most simplest solution would be to change the enemies collision object from dynamic to nocollision and try doing the object’s physics myself.