SystemAPI.GetComponent<PhysicsCollider>(entityToUpdate).Value.Value.SetCollisionFilter(new CollisionFilter());
Is this the correct way to do it ?
Because in my usecase I have Something like that :
PrefabLoadResult prefabBeltResult = SystemAPI.GetComponent<PrefabLoadResult>(prefab);
Entity mainEntity = state.EntityManager.Instantiate(prefabResult.PrefabRoot);
When i'm doing the update it seems that it's updating all colliders made from that prefab ...