I found the Unity Layers & Physics Collision Matrix editor simple and intuitive to work with. Here's how you define layers:
And this is where you check which layers can collide with each other, you can immediately see what collides with what:
Right now the system in Spritebuilder allows users to enter custom strings in the collision category, type and layer fields. This hides the truly important aspect of collision editing, the collision matrix. It is not immediately visible which layers will collide with what other layer.
Furthermore with every edit you can introduce a typo in one of the potentially numerous text fields. A dropdown list of user-created categories, layers, masks would completely prevent random human error in this area.
I found the Unity Layers & Physics Collision Matrix editor simple and intuitive to work with. Here's how you define layers:
And this is where you check which layers can collide with each other, you can immediately see what collides with what:
Right now the system in Spritebuilder allows users to enter custom strings in the collision category, type and layer fields. This hides the truly important aspect of collision editing, the collision matrix. It is not immediately visible which layers will collide with what other layer.
Furthermore with every edit you can introduce a typo in one of the potentially numerous text fields. A dropdown list of user-created categories, layers, masks would completely prevent random human error in this area.