When you invert collision you need to be all the way into an object to get the inverted collision
this doesn’t make sense to me.
what you are saying to trigger your condition “is not in collusion with…”
triggers only when 1 of the colissionchecked objects are almost completely overlapping?
if you have object1 and check if it is not in collusion with object2 and you use more then 1 object1 or object2 it will return true & false, because there will always be another object that it isn’t in collusion with.