I see that Rick decided to have the padding float add or subtract to the mins and max’s and it definitely works differently but with mine I just replaced the X and Y values with padding and I was able to adjust the serialized field in Unity so that the player would hit the exact ends of the bounderies without exceeding them.
I assume the same can be done with Rick’s version but still
Is there a reason why we should do it the Rick way or is this one of those preferential things?