Hi everyone,

I'm using A7 Pro. I've noticed that if I set a physics entity with a push value and turn my.push on, it will still collide with a static non-physics entity that has a lower push value.

For example, I have several invisible box entities that serve as event triggers for the player. I have these set to an extremely low push value, so that all objects can move through them (though I cannot make them passable, because of other needs). However, physics objects bounce off of these boxes instead of passing through them.

My question is, is this an engine bug or simply an unavoidable conflict between the physics system and the way push works?

Thanks!