I'm trying to ignore the collision (and the resulting physics) between two objects (a capsule (player) and a sphere (grenade)).
According to the topic (http://jiglibx.wikidot.com/forum/t-54675/dynamically-enabling-and-disabling-collision-detection-of-an-object) adding the other object's CollisionSkin to CollisionSkin.NonCollidables should ignore the collision.
I tried adding both the capsule to the sphere and vice versa. But collisions and movement still occurs when the two collide.
Is there a certain place where I should perform this operation or call some extra update function?
When casting rays in a controller, predicates telling the system to ignore some objects works so maybe I should use those with the PhysicsSystem? But how?
PS. I tried both the PhysicsSystemGrid and the PhysicsSystemSAP. I'm using the latest version from the Source Code section (July 17)