Tier 2
Series 104
104C: The Layer Matrix
"If your bullets collide with your own gun barrel, the ship explodes instantly. An Engineer uses the "Collision Matrix" to define that "PlayerProjectiles" ignore "PlayerHull" but hit "EnemyHull.""
The Concept: Collision Matrix
A grid in Project Settings defining who hits who.
* **Optimization:** Physics engine ignores unchecked pairs.
* **Safety:** Prevents "Self-Collision."
* **Usage:** Assign GameObjects to layers (e.g., "Player", "Enemy", "Bullet").
* **Optimization:** Physics engine ignores unchecked pairs.
* **Safety:** Prevents "Self-Collision."
* **Usage:** Assign GameObjects to layers (e.g., "Player", "Enemy", "Bullet").
Red Flag Detected
The AI Trap: "The Self-Destruct"
You ask the AI: "Why does my bullet destroy my ship?"
// AI-Generated Code: Tag Check Spam
void OnCollisionEnter(Collision c) {
if (c.gameObject.tag != "Player") Destroy(c.gameObject);
}
// Audit Fail: The physics engine still calculated the hit,
// wasted CPU, and caused a wobble before the code ran.
This is "Logic Patching." You are using code to fix a setup problem. The collision should never have happened.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Engineer's Correction
Corrective Protocol
// Corrected: Zero CPU Cost // No code needed. The physics engine ignores the pair entirely.
Your Pilot Command
> Tell the AI to implement 3D spatial sound with a Logarithmic Rolloff curve.