protected static CollisionFilter ProduceCollisionFilter(LegacyCollider collider) { var layer = collider.gameObject.layer; var filter = new CollisionFilter { CategoryBits = (uint)(1 << collider.gameObject.layer) }; for (var i = 0; i < 32; ++i) { filter.MaskBits |= (uint)(LegacyPhysics.GetIgnoreLayerCollision(layer, i) ? 0 : 1 << i); } return(filter); }