So, I’m currently grayboxing a test level that I’m making, and I’m not sure how to go about doing the collision detection for the level. The level is being made with solid brushes (think Valve Hammer Editor) and I’m deleting faces that aren’t visible to the user.
However, this means that my terrain, which is modeled out of boxes, becomes paper-thin when I get rid of unused faces. If I recall correctly, colliders that are incredibly thin can be passed through when it comes to physics calculations.
What would be the best way to remidy this problem? Should I manually sculpt and add thick box colliders along the level (particularly the ground), use mesh colliders, etc? I know mesh colliders are available, but wouldn’t this problem still exist if I used them as well?