Collision "in" and "out" output

in occurs when the object collides
out occurs when the object isn’t colliding anymore

This might cause lag, because most objects use collision for being collected or destroyed, so since they usually only activate from a collision, not having a collision means all those objects will always be active like always switches, even if not having a collision does nothing. I can see why you would request this, because I’ve requested it before. My reason was for doing stuff after jumping, but I realised that I could just extract my y height and connect it to a filter, where 0 is on the ground, and anything else is jumping or falling. This allows me to make double jumps and other abilities work. What reason did you need a no collision behavior?

Nevermind I’ve got a way to do this with a proximity behavior