...well, it doesn't work as I expected.
For starters I receive this warning:
"UnityEngine.PolygonCollider2D does not support weighted or animated points. Collider points will not be animated and may have incorrect orientation. If you want to use it as a collider, please remove weights and animations from the bounding box in Spine editor."
Yeah well... of course I want to use it as a collider, lol.
My intention is to have three clickable areas in each character: head, torso and legs. The head is rigid by definition, so no problem. The torso... well, more or less the same. But the legs are obviously much more flexible, so a rigid "box" or polygon won't do when they're walking.
In other words, I need a weighted bounding box in Spine that translates their animated bending to a Unity polygon collider.
So, when I saw this feature I took for granted that it would be child's play for the runtimes, that are already deforming sprites like a boss, to simply change the point positions of a polygon collider in real time...
But it seems it's not, according to this old post:
Bounding box problem
From Pharan: "Avoid using weighted bounding boxes if you plan to use their shapes as Unity colliders.
Unity physics doesn't support colliders that warp. I don't know any game physics engines that do."
All this sounds... extremely and shockingly limiting.
I don't want to sound like a gratuitous whiny moron but... I can't really understand why it is so difficult to mirror the positions of those vertices with the positions of those points in a collider, if I can change them at runtime. I mean, I CAN change them by hand, but a script can't do it? :wonder:
In fact, it's not even scaling the whole thing correctly when I change the height of the character, even though "Follow Local Scale" is marked on the attached Bone Follower.
Anyways, I'd just like to confirm if this continues to be true or I'm doing something wrong. :rolleyes: