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Understand Collision Layers and Masks in Godot 4

 Welcome to an exciting tutorial about collision layers and masks in Godot 4! Today we’re going to muck around with these settings using a simple visual demo — a falling ball and a grumpy floating platform — until we have a clear understanding of what collision layers and masks are, how they work together, and how they differ. By the end of this tutorial, you'll know exactly how to control the objects that interact in your game… and bend them to your will. Creating the Crash Course First, let’s meet our stars: the falling ball and the grumpy floating platform . They’re going to show us exactly how collisions work — whether they play nicely or crash spectacularly. Both are RigidBody2D nodes, which means they will have physics applied to them automatically. The red ball has a Gravity Scale set to 1.0, which will pull it down nicely. But our grumpy platform has a Gravity Scale set to -1.0. This darn thing wants to float, or fall actually, straight up! So with our scene ready, we s...

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