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This article explains the mechanics of unit collision in Arknights.
Basic[]
Operators have a collision radius of 0.25 tiles centered on where they are deployed. Prior to an update, there is an exception to this: Ifrit have a smaller collision radius of 0.1, which would prevent her from being attacked by Patriot in his Ruination Stance.
Every map comes with a basic geometry code which declares which areas of the floor are available for enemies to stand on, separate from the map's 3D appearance. This is done to prevent enemies from being shifted through walls. Certain conditions in the game, such as the "Moonwalk" bug involving Jesselton Williams ignore terrain collision. This is because a stagger condition necessary to shifting has occurred at the same time as the enemy acquiring a stagger-immune status. Enforcing terrain collision should not be necessary as the enemy theoretically cannot be shifted and should be immobile during this phase. This is presumably also why the push has no friction.
Blocking is separate from the actual collision system and just prevents enemies from moving forward when they reach an Operator's hitbox and the blocking conditions (i.e. the Operator has enough free block slots and the enemy is not unblockable) are met.
When multiple enemies are blocked by a single operator, their collision box will shift slightly vertical to their movement direction, except for the first enemy.
Advanced[]
If an Operator is deployed right on top of an enemy, they will, regardless of weight, be shifted to the edge of the Operator's collision box, except if the enemy is right in the middle of the tile. This can be used to displace certain enemies that are normally hard or even impossible to be shifted, and are also critical to the "splitboxing" mechanic explained below.
Splitbox[]
Splitboxing is a semi-advanced tactic wherein an Operator is deployed while an enemy is on a tile to block them between two tiles and split their collision box between two tiles. This allows the enemy to be attacked by the operators whose range contains either tile.
Unit Detecting[]
Enemies' shadows' center is the enemy's detecting point. Enemies' ranged attack start from this point. If the distance between this point and the edge of the friendly unit's collision box (instead of the center of the tile), the friendly unit is considered in range. If the detecting point is in a friendly unit's attacking range, the enemy is considered in range, regardless of the graph.