My lazy go-to fix is to modify the camera's occlusion behaviour by forking the PlayerModule. ```lua local function canOcclude(part) -- Occluders must be: -- 1. Opaque -- 2. Interactable -- 3. Not in the same assembly as the subject return getTotalTransparency(part) < 0.25 and part.CanCollide and subjectRoot ~= (part:GetRootPart() or part) and not part:IsA("TrussPart") end ``` This determines if the camera should pass through an object or not when the DevCameraOcclusionMode is Zoom. I just add an extra condition here that uses tags or attributes to determine if the given part should be occluded or not. Usually said condition overrides the other conditions in case I want a transparent part to classify as an occluder. With that in mind, I can keep the collision of a false path off while not allowing cameras through. Even lazier fix is that I use kill bricks instead. If my obby is high up then I don't want players spending a long time falling just to die or falling to a lower stage and then just resetting when they can die earlier.