Entity:SetCollisionBounds() not making bounds larger.

I have a coin entity that when you touch it you pick it up. However I’d like the range for the touching to be larger than what the physics box is.

[lua]function ENT:Initialize()

self:DrawShadow( false )
self:SetModel( "models/props_junk/PopCan01a.mdl" )
self:SetMaterial( "models/shiny" )
self:SetColor( self.Metal.r, self.Metal.g, self.Metal.b, self.Metal.a )

self:PhysicsInitBox( Vector(-8,-8,-8), Vector(8,8,8) )
self:SetMoveType( MOVETYPE_VPHYSICS )
self:SetSolid( SOLID_VPHYSICS )

self:SetCollisionGroup( COLLISION_GROUP_DEBRIS )
self:SetTrigger( true )
self:SetCollisionBounds( Vector(-32,-32,-32), Vector(32,32,32) )

local phys = self:GetPhysicsObject()
if phys:IsValid() then
	
	local vel = VectorRand() * 250
	vel.z = 400
	
	phys:Wake()
	phys:SetDamping( 0, 100 )
	phys:SetVelocity( vel )
	
end

self.InactiveTime = CurTime() + 2
self.RemoveTime = CurTime() + 60

end[/lua]

No matter what I set self:SetCollisionBounds() to, even ridiculous numbers like 1000, you still have to hit the coins physics box before ENT:Touch() is triggered.

Why not just check if the player is within a certain distance then pick up?

I figured setting the collision bounds larger would work fine.

Maybe PhysicsInitBox is breaking it? Do your coins need to have physics at all? If not it would probably make things much simpler.

Well they fly out of players and are then affected by gravity normally. I suppose I’ll just find all players near them and call ENT:Touch().