I'm a new Bullet user and I'm writing a 3d platforming game using bullet and ogre. In my game, when the player destroys stuff, i create lots of debris. I want the debris to bounce off when it collides with the player, but the world's debris shouldn't interfere with the player's trajectory in any way.
After reading the user manual, I thought bitwise masks were the solution. But they don't work as expected, and I'm sure the wall-spaceship-powerup example is wrong. If I put that example to practice, nor spaceships nor powerups would really bounce off that wall. If my player declares it won't collide with debris, debris also doesn't collide with it.
I know how to exclude broadphase collision pairs, using a callback, but what about the "unilateral response" problem? Is there an easy solution for it?
Sorry for the wall of text

Lucas.