Don’t understand the question. Editor workflow? A mesh collider can be applied on import but it can’t interact with other mesh colliders. What you use the box for probably matters most.
So it’s a hitBox for a character, basically. It would react to another hitBox from the same class.
After a lot of different collider calculation methods, I came with the idea of recording transforms manually, with a keyframed box, directly in my 3D animation software.
Then when I import my character’s animation, there goes the keyframed box too, which is some kind of reference for hit collisions with the char.
There goes my interrogation in the first post
P.S : Keyframed box because it’s a fighting game, collisions have to be ultra precise.