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Question Disabling collisions for particular quads on terrain collider

Discussion in 'Physics for ECS' started by Shinyclef, Apr 1, 2024.

  1. Shinyclef


    Nov 20, 2013

    I have a terrain collider. It's using the VertexSamples collision method.
    Each quad on the terrain is a tile in my gameplay, and tiles can be destroyed.
    I have a rendering solution for destroyed tiles, and now I'm thinking about the physics. A destroyed tile has no collisions, it's essentially a hole. I don't want to disable 'all' collision with the terrain if the player's origin is over a destroyed tile, because the edge of the player collider could still hit the edges of the hole. I should be able to bump into the edges of non-destroyed tiles if I'm falling through a destroyed tile hole.

    Got any ideas on how I might implement this? Is there a stage in the pipeline I might be able to modify? Or is it not going to be so simple...?