Currently, Spine does not support built-in collision detection or rigid body physics directly within the physics constraints. The physics constraints in Spine are designed to simulate physics-based movements for bones but do not include collision detection or rigid body simulation that would prevent clipping through objects or boundaries. While Spine allows for dynamic and physics-based animations, the implementation of collision detection or rigid body physics would need to be handled externally, such as within a game engine like Unity or Unreal Engine, where Spine animations are integrated with the engine's physics system.
For instance, you could use a SkeletonUtilityBone
in Unity to drive a bone with a Unity Rigidbody
attached, and let Spine's physics constraints handle dependent movements. However, this approach requires manual setup and does not provide native collision detection within Spine itself. The Spine team has discussed the possibility of adding more advanced physics features, such as limiters, but these are not yet implemented. The focus of Spine's physics constraints is on efficient simulation of physics-based movements rather than full physics engine capabilities including collision detection.