# Physics layers and navigation regions

### Physics layers

Current physics layers are:

1. **Environment**: Anything in the environment that the player should collide with and get stopped by 
    1. The player and the over-the-shoulder camera will collide with these
2. **Player**: The player is on their own layer
3. **Walls**: Anything that the *overhead camera* should interact with 
    1. In general, all **Walls** should *also* be in the **Environment** group
    2. Props that the player might hide behind (i.e. pillars) should be in **Envrionment** but *not* **Walls**
        1. This way, when the player has the overhead camera active and they move behind something, the camera doesn't "snap" in front of the object
4. **Pickups**: Things that the player can pick up 
    1. The player has a shapecast on them that checks for this

### Navigation regions

Meshes that should be part of the navigation mesh must be added to the `navigation_mesh_source_group` group. This is a *global* group that should

Navigation regions should be set to have their "Source Geometry Mode" set to "Group Explicit". This makes it so that only nodes in the `navigation_mesh_source_group` group get parsed as part of navigation mesh baking:

[![Screenshot 2026-02-25 at 10.32.02 PM.png](https://docs.bugjam.dev/uploads/images/gallery/2026-02/scaled-1680-/screenshot-2026-02-25-at-10-32-02-pm.png)](https://docs.bugjam.dev/uploads/images/gallery/2026-02/screenshot-2026-02-25-at-10-32-02-pm.png)