In this episode we go over collision detection and how to resolve that collision. I'm going to be creating a new method of obb collision in the future so I had to settle with bounding area aabb collision for now, sorry guys. We also add a z component and add depth to the fbo so we can choose the rendering order.
Edit: Just realized there is collision issues when loading the scene more than once in one instance. after calling GameObject.Recalculate() in the SceneManager on line 74, you have to reset the dirty on all gameobjects in the scene
That will reset the objects dirty after resetting the scene
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Josyah Dooley