I have made a sword animation where the character swings the sword in an arc but the bounding box of the sword is only visible during the downward motion.

How do I get this working in Unity?

When I export the animation to Unity, the bounding box is only there if I click on the "Add Skeleton Utility" component. The problem then is that the bounding box is always there as a GameObject and not only there/enabled during the downward motion as animated in Spine.

Is it possible to do this?

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To achieve the desired effect of having the bounding box appear only during the downward motion of the sword swing in Unity, you can use the BoundingBoxFollower component in combination with enabling and disabling the bounding box at specific points in your animation. In Spine, you can create multiple BoundingBoxAttachments and switch between them at runtime based on the animation state. In Unity, you can use the BoundingBoxFollower component to track which BoundingBoxAttachment is active at any given time. This component will automatically enable or disable the corresponding collider in Unity based on the active bounding box in the animation.

To implement this, ensure that your Spine animation has the bounding box set up to be enabled only during the downward motion. Then, in Unity, attach the BoundingBoxFollower component to the GameObject that should follow the bounding box. This component will handle enabling and disabling the collider based on the active bounding box in the animation.

If you encounter issues with the bounding box not updating correctly, ensure that your Spine and Unity runtimes are up to date, as there have been improvements and bug fixes related to bounding box handling in recent updates.

Harald Thank you, this worked.