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  • BoundingBox for skins

Solution for attack animation with different skin collision shapes or something like this. I mean want have one animation for exmaple will be attack and have short and long sword based on choise skin type with different bounding box for collision change in unity.

It is possbile to make it ?

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Yes, it is possible to have different bounding boxes for different skins in Unity using Spine. You can define bounding box attachments in Spine for each skin and use the BoundingBoxFollower component in Unity to update the collider shape based on the active skin. This allows you to have a single attack animation that uses different collision shapes depending on the equipped skin, such as a short or long sword. You can switch between these bounding boxes at runtime by changing the skin, and the BoundingBoxFollower will automatically update the collider to match the current bounding box attachment.

But skin didn't must be the same as based skin spirte ? With short or long sword will be different size of image or must be different position in animation ?

  • Misaki ответили на это сообщение.

    Tobiasz2817

    But skin didn't must be the same as based skin sprite?

    Hmmm, not really sure what you mean by that. In general, you would create a bounding box attachment for each skin as shown below and use it in Unity:

    Skin placeholders can hold not only region and mesh attachments, but also bounding box, clipping, path, and point attachments.