Pick one:
- use a ramp as the collision shape, players move smoothly on ramps - easy and efficient
- if the stars do not need to move, use complex collision - it’s generally fine for stairs but can mess with navigation and is not as performant (borderline irrelevant unless your levels are made purely of high poly staircases)
- use Convex Decomposition in the mesh asset panel - can work OK at times
- carve collision shape using brushes, convert, use as collider - a.k.a. poor man’s UCX
- manually & laboriously craft collision out of some boxes - meh
- use UCX - best option, imho
- use the dropdown in the asset to add primate collision shape or DOP volume
- something else? - someone please do tell!