I would suggest two things:
1. Find a way to seperate the room as it's own mesh and load it seperatly. Then you could set up collision for the room as it's own seperate entity.
2. Create a pivot point for the room, then setup collision for that pivot point, and increase the pivot points range.
1. Find a way to seperate the room as it's own mesh and load it seperatly. Then you could set up collision for the room as it's own seperate entity.
2. Create a pivot point for the room, then setup collision for that pivot point, and increase the pivot points range.