Collision enabled option

Can someone explain me how collision enabled setting all options work (no collision, physics only, query only, collision enabled, probe only, probe and query). I mean howeach option affects to collision, physics and their simulation, traces, world. And does the character class affect it in any different way?

OK, but the problem is that I think some things are not explained there or I didn’t find it. There isn’t anything about probe option for collision enabled. The next problem is that I tested all settings and I didn’t see any change between Query only, Physics only and Collision Enabled. And what does this mean

My guess would be if you have a static object (that you are SURE it will never move or rotate or scale)- like a wall or a big rock or a house, you can use query only to gain some performance. Other than that (moving, rotating object (with or without physics enabled)) - use Collision enabled (if you want things to collide or use ray cast on it). Of course, no collision for objects that don’t need collision(useful if you just need to render the objects and in no way interact with them).

I understand now. So both options (Query only, physics only) generate collision (ignore, block, overlap), but the no collision option ignores those presets and does not generate any collision? And my confusion was also with the fact that I have simulate physics disabled in the character, but there is, for example, gravity in the character movement component and that confused me.

Well, it looks like physics only option doesn’t generate overlap events and ignores raycasting.
No collision does not generate collision - the most performant option.
I would suggest setting query only or physics only in polishing phase of the project - with a LOT of testing to make sure everything works as intended.

If I understand correctly. If I have query only option, my object cant block other objects and other objects can overlap even if both of them have set block to one another?

If it does, why my character have collision if the collision enabled option is set to query only?

Query only option blocks and can overlap if the object doesn’t have physics enabled mesh.
If the object has physics enabled (like a plate you shoot and it launch it in the air) - use Collision enabled. In a case of a plate, query only option might not generate collision for that plate.