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.