Several remarks about this setup:
- Shouldn’t the collision box be Dynamic? In the example it is Static Ghost, so is it just for sensory purposes?
- The collision box is a Triangle Mesh because only Triangle Meshes can be updated. But Triangle Mesh is not suitable for Dynamic objects, there’s a bug in Bullet.
Maybe I’m missing something but I wonder how this setup works.
Edit: I now understand the concept of a ‘hitbox’ is for sensory purposes only, so I don’t think this is what KASHI$H is looking for.
On the subject. I don’t think you need precise collision to achieve realism. For example, don’t want the character’s legs going through walls? Just don’t walk into walls, or when you do, make sure the character stops/crashes/pushes off. Use sensors on your character to detect which situation is at hand, and anticipate. When the character gets squashed by lets say a giant hammer, then squash the character before it’s even hit.