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Tell me whether it is possible to use the animated Bounding Boxes in Unity?

I will be here a wheel that will turn the player and choose the fabric. Each tissue I need to place a Shape created Spine 2D, which I will animate in memte with a cloth. In Unity, I will use it AAK Bounding Boxes. Is it possible to use the animated shapes in Unity?


UnityEngine.PolygonCollider2D does not support weighted or animated points. 🙁

Unity (actually the box2D physics system itself) does not allow you to have colliders that can deform.
So, unfortunately, you can't use animated bouding box attachments as animated polygon colliders.

This is also mentioned here: spine-runtimes/spine-unity at master

Should probably mention that on the download page too...

일 년 후

Hi I have similar question, so it's probably the same answer, but i'd like to make sure.

I have a skeleton, with multiple animations. Each animation would need a separate bounding box shape.

I can live with a separate bounding box shape, for each animation, but the way I came up with, was to just set one keyframe for the shape of a single bounding box in spine.

So my guess from your answer is, that this still won't work in unity, as the bounding box has already been created, and cannot change shape, regardless of whether it's just once per animation.

Is it possible then, to create a separate bounding-box in spine, for each animation, and then just select the right slot using a simple string compare? Or is there a better, more robust way of doing things?

thnx