# SetObject3DPhysicsGroupAndMask

## Description

Sets the objects collision group and mask. By default all physics objects are in one group and are not masked. If you use collision groups and masks you must use them for all physics objects in the world.

## Definition

SetObject3DPhysicsGroupAndMask( objID, group, mask )

void agk::SetObject3DPhysicsGroupAndMask( UINT objID, int group, int mask )

## Parameters

- objID - object ID
- group - collision group that this Physics object belongs too.
- mask - collision groups you want masked from collision.