Blah. More workarounds
I'll just remove them if they are near the base of the controller for now. This will quickly bog down the engine, as I'll have to do distance checks between every fragment between every character controller. For 100 fragments that's 1000 distance checks per loop for 10 characters.
Totally disabling collisions between the two seems counterproductive to the addition of the physics. I like how they bounce off of the characters. Is it possible that one group could collide with another group, but not vice verse? That is, fragments could bounce off of a controller, but the controller couldn't react to the fragment group?
I've already dropped Dark Physics particles, I just don't want to exclude any more functionality unless I absolutely have to. The particle effects in that video were not possible with the current Dark Physics command set.
Come see the WIP!