• Runtimes
  • [Unity]Bounding Box Attachment support

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Very cool stuff Mitch! 🙂

No pretty bounding box icons in the inspector, like the bones? 😃

Would be neat if the colliders would hide/show based on the Spine bounding box. This way you can have multiple bounding boxes (of different sizes/shapes) and animate which is shown.

Nice, this is a great feature. I agree with Nate that hide / showing (or enable / disabling) the collider based on the Spine bounding box would be a great feature, especially for fighting game style hitboxes.

Keep up the awesome work!

22 天 后

I agree with Nate too!
Is the great feature already implemented by someone?
I want to use the feature like yesterday!

Guh... done.

What do you mean you're flattered? You asked me to draw the thing. I've had enough of your BoundingLiesAttachments2D!
Nice video though.

Good to note that BoundingBoxFollower generates hidden PolygonCollider2D components that are set as triggers, hence the use of OnTriggerEnter2D instead of OnCollisionEnter2D.

All of Unity's other related collision component rules apply (the requirement of a RigidBody2D, collision layers are set on the GameObject that has the Collider2D, ie. the same GameObject that has the BoundingBoxFollower, etc...).