character_controller_filtering
It is possible to let the character controller ignore some obstacles. This is achieved by configuring the
filter argument of the KinematicCharacterController::move_shape method. This QueryFilter structure is detailed
in the scene query filters section.
If the character-controller is used to move a collider (and the rigid-body it may be attached to) that is present
in the physics scene, the filters must be used to exclude that collider (and that rigid-body) from the set of
obstacles (with QueryFilter::exclude_collider and QueryFilter::exclude_rigid_body) to prevent the character from
colliding with itself.
It is possible to let the character controller ignore some obstacles. This is achieved by configuring the
KinematicCharacterController::filter_flags to exclude whole families of obstacles (e.g. all the colliders
attached to dynamic rigid-bodies), and KinematicCharacterController::filter_groups to filter based
on the colliders collision groups.
It is possible to let the character controller ignore some obstacles. This can be achieved by setting the
optional arguments of the KinematicCharacterController.computeColliderMovement method:
filterFlags: to exclude whole families of obstacles (e.g. all the colliders attached to dynamic rigid-bodies).filterGroups: filter based on the colliders collision groups.filterPredicate: an arbitrary closure to filter-out colliders based on user-defined rules.