collision_mask |= 1<<CollisionLayer::RAYCAST;
srb->physics_body->set_collisions(layer, collision_mask);
- auto j = lower_bound_member(collider_lookup, srb->physics_body.get(), &Collider::physics_body);
- collider_lookup.emplace(j, srb->physics_body.get(), srb->shape);
+ if(srb->shape->is_raycast_target())
+ {
+ auto j = lower_bound_member(collider_lookup, srb->physics_body.get(), &Collider::physics_body);
+ collider_lookup.emplace(j, srb->physics_body.get(), srb->shape);
+ }
}
srb->pending_create = false;