Collision Layers - Lumberyard User Guide

Collision Layers

Open 3D Engine (O3DE), the successor to Lumberyard, is now available in Developer Preview. Download O3DE or visit the AWS Game Tech blog, O3DE Discord, or O3DE GitHub to learn more. The Lumberyard forums have been deprecated. You may view past forum discussions in the archive.

Use collision layers to group objects of the same type. Use collision groups to define what the collision layers collide with. You can have a maximum of 64 layers per game.

Common types of layers are objects like the following:

  • Terrain

  • Static objects

  • Players

  • Enemies

  • Projectiles

The layers that you define are specific to your game. When a collider is created, it is assigned a collision layer with index [0] called Default. This can't be changed.

To create a collision layer

  1. In Lumberyard Editor, choose Tools, PhysX Configuration.

  2. Click the Layers tab.

  3. Type the name of the layer into an available text field. Layer names must be 32 characters or less.

                    Creating Layers in the PhysX
                            Configuration tool.

To assign a collision layer to a collider

  1. In the Lumberyard Editor viewport, create an entity and select it.

  2. In the Entity Inspector, add a PhysX Collider component to the entity.

  3. In the PhysX Collider component, for Collision Layer, choose one of the colliders that you created from the drop-down list.

                    The PhysX Collider component in the
                            Entity Inspector.


  • If you rename a layer, its references are updated automatically, but you can't reorder layers.

  • If an entity with a PhysX Collider component is selected in the viewport and you use the PhysX Configuration window to create, rename, or delete a collision layer, the changes do not appear in the Entity Inspector. To see the changes, deselect and reselect the entity in the viewport.