"... then update its vertices and re-enable it". If I use a BoneComponent and just attach a collider to the animation, the collider moves with the bone automatically, as you showed in your video with the ragdoll goblin, correct? If I understand correctly, you are saying unless I use these limitations((No Flip X for colliders, No Rotate Y180 for 2D colliders), then it will be calculated extremely inefficiently?I am curious as to why this is, and where I could read up more on it, as I am a programmer and would love to possibly add an extension that would allow for something like this.
I am coming from SmoothMoves where this ability exists already, and I would love to do a kind of dismemberment system where one would have colliders on bones that move with the animation, and could send events when they are struck so that a dismemberment animation could occur, and even add physics to the dismembered limb. I am curious how SmoothMoves can do it seemingly efficiently.
Or if I wanted the player to take more damage if they were hit in the head vs. the leg. Having colliders on these limbs would be extremely important for a feature like that.
Thanks for all the advice!