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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