Events to make the PLAYER rendering, colliding, and ray casting, so if your colliding is turned off you can go thru all bricks. and if a non colliding player runs into a non colliding wall he can touch it. so think of colliding as fazes
"Colliding" objects are on faze 1
"Non-Colliding" objects are on faze 0
Objects can only touch objects on the same faze
Classic "you can only invisible things when your invisible as well" situation
kinda like (and this is in C idk C#)
If (Playercolliding == FALSE && Brickcolliding == TRUE)
{
/*Function for making player move thru brick*/
}
If (Playercolliding == FALSE && Brickcolliding == FALSE)
{
/*Function for making brick solid for that player only*/
}