Handling Collisions with Skinned Sprites? (2D Animation Package)

So I have a skinned sprite (e.g. a tongue) and I want to be able to move it around and still be able interact with it by physics. As expected, a polygon collider will not update itself based on the bones/sprite new positions, and by now I’m pretty sure a ready solution for this doesn’t exist.

Should I write a script to update the polygon collider at runtime? If so, how would you approach this?

I searched a lot and found this:

I don’t know if it’s relevant to this issue though since sprites use SpriteSkinEntity instead of SkinnedMeshRenderer.

A nice image of my tongue is attached. Any feedback on the issue is super appreciated!

The obvious thing would be if the Unity 2D actually supported “driving” another set of colliders at the same time, perhaps some other adjunct object to do it?

I haven’t used the 2d animation stuff, but what about hanging your own colliders on the actual bones? Does each 2D anim bone have a GameObject the way it does in the 3D animation system?

This statement stands all on its own.

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Hey Kurt, thanks for the swift reply.
And yes! It works far better than I expected. This is an amazing simple solution and I love you. xoxo

Just look at the little guy, you go little guy.

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