Is there a recommended workflow when it comes to rigged skin mesh characters?
The way I am doing makes me feel there should be an easier way. Maybe not.
I use Convert to Game Object.
Then have systems that move the entities of player and enemies.
And have the transforms followed to keep them in sync with the entities.
Where it really gets messy is having a bunch of triggers (using dots PhysicsShape) attached to bones.
I have to track all those as separate entities as well.
Feels like a hack.
The more I work on this the more I regret switching to Entities. (My fault)
Thanks for any feedback or comments