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🔨 1. Effect Radius Only – The see-through effect will be active inside a sphere around the player. You can use any obstruction mode with this method.
🔨 2. Auto-Detect– As long as your buildings etc. have colliders that describe the geometry somewhat decently, the see-through shader will auto-detect if a player is inside a mesh and activate the effect. This method also works on a per-building basis and so you can use beautiful enter/exit transitions with it.
– Triggers allow for the most precise control and work perfectly on a per-building basis. For this method you have to place enter and exit trigger object yourself, so the setup requires a couple of seconds more, but it is worth it.
Note: TriggerByParent also supports using a single-parent collider instead of dedicated enter and exit triggers, which is super easy and achieves great results.