In my current game, the player is moving around at high velocity and is capable of scaling walls as long as there is a valid slope.
However, I also want it so that there is a bit of logic behind how player to wall collisions work. For example, if there is a wall that the player can not climb on, and he slams into it nose first - he is destroyed. Same case if he lands on another mesh that’s designed to kill a player, or if the player lands upside down.
But if he bumps into the wall from the side, the wall or another player from the side, the player will just bump be bumped away and apply some damage.
Would I just use multiple collision boxes, and try to check for collisions from each individual one? Or is there a way to tightly fit a collision hull and apply logic to it?