The collision system for the game engine is determined by directly childing mesh/shape cubes to the game mesh.
For example, you have a table mesh. You then bind a cube that surrounds that mesh to act as the collision area, instead of the more complicated table mesh. These bounding boxes are stack down the tree.
Currently, there's a script that toggles some game options. It's hard to quickly tell what's been modified in the whole scene, however.
A solution would be to have the children change color in the hypergraph. This can be done by changing the state (making it non-interactive, similiar to a layer toggle).
To make it more automated, I was attempting to run the game option script, then have it only select the children (collision bounding) and toggle their state for a template color change.
Debugging the scene is quicker when you can immediately spot which collision boundings have been modified by the color change.