I finally got my coordinate system figured out. Forgot the fact that Vulkan renders objects as XZY, but my translations were all XYZ. Now I have a system basically checks if my player's collision box is between the min and max of another object's AABB.
My problem is, how do I handle cases where I'm colliding with something small than the player but on an elevated Y plane. Like a bullet for example. Where they X and Z collide, but the payer's Ymin and Ymax are Small and larger than the bullet's ymin and ymax.
Like this this:

As you can see here, there are collisions on the X and Z, but not Y.
I don't want a super complex collision system. This game is just supposed to be 2.5D. 2D objects with a Z Depth.
What's the best way to go about this?
