/**
         * Keeps the given collider form colliding with this track and its adjacent tracks.
         *
         * Use this instead of Physics.IgnoreCollision or else a mesh regen will revert your change.
         *
         * Collisions are ignored until you unignore them. Ignoring a collider multiple times requires unignoring it
         * the same number of times to re-enable collisions.
         */
        public void IgnoreCollisionsWith(Collider other)
        {
            ignoredColliders.Add(other);
            __ignoreCollisions(other, true);

            if (NextTrack)
            {
                NextTrack.RefreshIgnoredColliders();
            }
            if (PrevTrack)
            {
                PrevTrack.RefreshIgnoredColliders();
            }
        }
        /**
         * Reverts IgnoreCollisionsWith for the given collider.
         */
        public void ResumeCollisionsWith(Collider other)
        {
            if (NextTrack)
            {
                NextTrack.DisableIgnoredColliders();
                NextTrack.RefreshIgnoredColliders();
            }

            if (PrevTrack)
            {
                PrevTrack.DisableIgnoredColliders();
                PrevTrack.RefreshIgnoredColliders();
            }

            __ignoreCollisions(other, false);
            ignoredColliders.Remove(other);
        }