What's the trick ? [Saturated]

Hi,
I’ve stumbled upon this game submitted to ArmorGames, made with Unity : Saturated
(available at Saturated - Play on Armor Games)

As you may see on the picture above, physics are ruled by a system of masks, hero is walking on a blue platform, only visible when the background’s color is different.
Here, the green circle will reduce after a short time, hiding and deactivating the blue platform, which will make impossible to access the red one.

I’m wondering what kind of technic may be used to produce this, as it isn’t a on/off collider management (here the blue platform is partially walkable). Is it possible to achieve this kind of effect with the built in physic system ? Would raycast tests achieve to know what color combo the hero is walking on ?

Anyway, I think this system works great, so any idea is welcome :wink:

Just by looking at the trailer for Saturated, I see no evidence that the system has to be fully dynamic, so each particular case could be scripted individually and made to work in the specific instance that it appears.

However, I can see some sort of system where each affected object is actually made of a handful of colliders that are selectively deactivated if the background matches it. For whole background changes, just set a flag in a controller object. For partial changes like the circle, create prefabs that have a BGColor class and a collider with the correct shape; platform colliders can raycast into the background to see if there are any color colliders; if not, just default to the current background color.