are the wakeuponcollisionentry and exit meant to be used for general
purpose collision detection or just for objects near the viewplatform?
it seems it is not for general purpose since you must provide a
scheduling region for a behavior which the view platform must intersect,
which means if you wanted all collisions detected for an object, then
the bounding region would have to be as big as the the virtual world.
this seems a rather unelegant way to handle collisions of objects that
the viewer cannot see.  should i just implement my own collision
detection for the whole virtual world or is it ok to have the bounds as
big as the world?  will this kill performance?  i guess what im asking
is
collision execution culling selectable? thanks in advance, wayne
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