Is there any way to undo the effects of Physics.IgnoreCollision()?
For instance, I want to ignore collisions between a wall and an object for the first second of that object’s life, but then resume collision checking.
It’s easy enough to implement this logic, except that I don’t see any method to tell the physics engine I’d like to ignore the ignore (the IgnoreCollision documentation makes mention of circumstances in which the state is lost, but that seems like dangerous territory to deactivate/reactivate a rigidbody just to resume collision checks).