---
description: Step 1 of 3 in setting up custom collision with Quest Map Pro
---

# Creating a New Collision Object Channel

To add a new collision setup for Quest Map Pro objects, you will need to create a new Object Response Channel for your project. To do this, use the **Edit** menu at the top of any window to open the **Project Settings**. Navigate to the **Engine** category and find the section labelled **Collision**. Under the section labelled **Object Channels**, click the **New Object Channel** button. In the dialog box that pops up, give the new object channel a name (something like _QuestMapPro_, as used in the tutorial images will suffice). Ensure the default response is set to **Ignore** and click the **Accept** button. Your end result should look something like the screenshot below.

<figure><img src="https://lh6.googleusercontent.com/vNgijhjYSY1MWwgzICCqp5NvlgGP-AFDdgDykz5Ea70W8HSFlCdSynzsf-kM_CLlNFVqHV5opDrZ8g87SX-vdqxmIpANMolXU6Tjmtd6xX4LgDRFMczUwUsP7nuCjt5SHVtYFUahJN6jq0-z94qcoQs" alt=""><figcaption></figcaption></figure>

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th></th><th data-hidden></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Go Back:</td><td><strong>Setting Up Custom Collision Overview</strong></td><td></td><td><a href=""></a></td></tr><tr><td>Next Step:</td><td><strong>Chaning Actor Object Types</strong></td><td></td><td><a href="changing-actor-object-types">changing-actor-object-types</a></td></tr></tbody></table>
