collision-layers · git:20260913.0472540 · 2026-09-13 · sha256 c90749c282c78a22
collision-layers git:20260913.0472540A
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--- name: collision-layers description: Use when gameplay, projectiles, actors, world geometry, hazards, cameras, IK or sensors need explicit collision/query categories and a reviewable interaction matrix. --- # Collision layers This skill owns **stable collision/query category IDs and their interaction matrix**. It does not own hit resolution (`hitbox-hurtbox`), world navigation/body motion, camera collision response or IK contact solving. ## Matrix Publish stable semantic categories and allowed interaction/query pairs, for example project-specific equivalents of: ```text pawn-body world-solid attack-volume hurt-volume grab-volume projectile-volume hazard/sensor camera-query ik-ground-query ``` Names and count are project data. Rendering/costume/material layers are not automatically gameplay collision layers. ## Rules 1. `hitbox-hurtbox` owns attack/hurt/grab meaning and stable hit identity; this skill only allows/blocks candidate layer pairs. 2. World/pawn blocking and movement response stay with the movement/physics owner; `hazard-volume` owns hazard semantics. 3. Projectile friendly-fire/team policy is explicit project data rather than an assumed universal default. 4. `camera-anti-clip` and `ik-foot-locking` use dedicated query masks/categories so presentation probes do not accidentally trigger gameplay contacts. 5. Layer IDs/masks remain stable across asset/costume swaps; catalog reorder or visual skin changes do not silently alter collision behavior. ## Accept Export/draw the interaction matrix and replay representative allowed/blocked pairs. Changing render assets leaves layer IDs/pairs unchanged, and every gameplay contact still resolves through its domain owner rather than the mask alone.