In the screenshot above, I have Suzanne as a character with cylindrical collision bounds. However, this is too large for me, and I want to make it narrower (along the X and Y axis) so she can go through doors and such.
I'm aware that I can parent the green cube to her and have that as the collision bounds (with the box itself having cylindrical bounds of course), but this will cause it to glitch out and flying away due to Suzanne and the box colliding with each other (Suzanne has a character physics type, and the box has a dynamic physics type). I am aware of the workaround by assigning all the game logic to the cube, and parent Suzanne (as a dynamic physics with "ghost" activated) to the cube.
My question however: Is it possible to edit the size of the cylindrical collision bounds of Suzanne directly? Without parenting Suzanne to another object that will behave as the collision bounds? (The collision bounds of Suzanne is the octagon in wireframe around her).
Those who are familiar with engines such as UE4 and Unity know what I'm talking about here.