void RestoreCollisionWithCollider(Collider other) { if (!collidersIgnored.ContainsKey(other)) { return; } // Sometimes the object we were ignoring collisions with gets destroyed and thus we need a null check if (other != null) { foreach (var thisCollider in dimensionObject.colliders) { SuperspectivePhysics.RestoreCollision(thisCollider, other); } } collidersIgnored.Remove(other); }