All layers combined (collide with everything).
Player-controlled character bodies.
Small destructible fragments.
Default layer for uncategorized objects.
Dynamic physics objects (crates, props).
Fast-moving projectiles (bullets, arrows).
Static environment geometry (walls, floors).
Sensor volumes for event triggering.
Vehicle chassis and wheels.
Fluid volumes for buoyancy simulation.
Collision layer bitmask definitions for physics interaction filtering. Allows selective collision between different object types for performance and gameplay.
Example