How do I make a custom hitbox for a extracted object?

I’m currently making a fast-paced roguelike that has a randomly generating landscape each round. I managed to figure out most of the stuff for the game, but I currently am working on making the tiles (aka the thing that makes up the entire landscape). I’m not really good at Blender or any other 3d modeling program, so I’m using the “Extract as a custom object” feature. Unfortunately, when I try to add a platform, the space that is part of the object also counts as a solid. Is there any way I can make the space count as a non-solid?

The simplest way is to create a new object (2D or 3D), make it solid, and place it inside the object. In the events, set it to be hidden at the beginning of the scene. This way, the custom objects are only visual, while the collision is handled by another object. And the best part is that, if you’re patient, you can create a perfectly accurate collision shape. If the object moves, you can simply attach the collision object to it or repeat the same events for the collision.

Is there any way I can do it with just one object or is it just impossible to do so?

try excluding the hitboxes you don’t need..at creation.

If you are using 3D Physics, you can use a Mesh collision shape instead of a box collider.

This allows the collision shape to follow the actual geometry of the 3D model, so if your platform has an empty space underneath it, that space can remain non-solid instead of being treated as part of a large bounding box.

You can basically have:

Visual model → Mesh collision

instead of:

Visual model → several separate box colliders

This is especially useful for custom/extracted 3D objects where the geometry is irregular or has holes.

Just keep in mind that mesh collisions can be more expensive than simple collision shapes, especially with complex models or many objects, so it is better to keep the collision meshes reasonably optimized.

Thanks! You’re a huge help!