How to ignore specific collider, non-raycast?

Possible? I can’t just disable the collider in my case, and cannot use a raycast approach.

Edit: More detail-
I am trying to achieve a player, that is non playable, to be able to pass through a specific collider, while the player cannot. However now I am thinking of a different approach, and maybe just transform position of the NPC’s mesh, and just repawning the collider and other stuff onto the otherside, once mesh gets there. So it would appear, that they had gone through, but really just repawned. It would be a little complicated because of moving the mesh, yet respawning also. So maybe make a ragdoll that animates and transforms position instead. IDK, I’m just throwing ideas out.

Try putting something like this on your NPC

function OnCollisionEnter(col:Collision) {
      if(col.gameObject.tag=="NoCollision") {
            col.GetComponent.<Collider>().enabled=false;
      }
}

function OnCollisionExit(col:Collision) {
      if(col.gameObject.tag=="NoCollision") {
            col.GetComponent.<Collider>().enabled=true;
      }
}

but this might not work if your player walked at the same time as the NPC through the wall.

All else fails you could try not putting a collision on your NPC if that’s an option.

Use the Physics.IgnoreCollision function to tell the physics engine to completely ignore all collisions between 2 specific gameobjects.

Add a new layer for all the colliders you don’t want your NPC to collide with and a layer on your NPC. Then just edit the Layer Collision Matrix (Under Edit>ProjectSettings>Physics) so that they don’t collide.