Collision Fidelity Visualization - Obstructive blocks

As a Roblox developer who spends a lot of my time optimizing builds and meshes, it’s sometimes annoying to deal with large meshes in collision fidelity view that use Box or Hull collision fidelity

My feature request is to simply make it so blocks/visualizations of objects that are non-collidable to be either invisible or transparent, that way we can clearly see if an optimized map is traversable just by looking

If this is addressed, it would improve my development experience drastically, without needing to rely on the selection and locked objects (yes, selection with non collidables set to locked) to see if a path can actually be reached without worrying about false collisions

Below is an example where a player would need to crouch beneath a broken hole in a map, which is heavily dependent on if the meshes have proper collision:

Here is that exact same scene but in Collision Fidelity view:

You can clearly see that non collidable objects are taking up all of the visuals, making it really really difficult to just see if something works

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I would like a separate toggle to set whether collidable objects are visible or not, because sometimes I want to see uncollidable objects that get used as hitboxes.

But very often I just want to see what parts of the map are physically collidable, like the OP :stuck_out_tongue: Being able to filter out uncollidable objects would be helpful for checking whether there are any holes where players can fall out of the map as well.

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