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Yeah I'd prefer if there was a way to simply declare a collider "hollow" with a component. Maybe make a feature request. |
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Use-case: (amongst things) constrain players(/entities) within a specific area (usually a box)
Expected behaviour: player collides with the area (interior) and cannot exit, i.e. pushed back (just like a regulator collider works but from inside to outside, instead of from outside to inside).
Alternatives
I have found the code has the concept of "solid" but it is specified per function (not per collider), and as far as i understand, not really indented for this use case?
Question: am i correct that this functionality is currently not support? If so, what is the suggested approach and is there a chance to support it in the future?
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