My question is, would there be a downside to keeping whatever box colliders i want to use as hitboxes from actually interacting with anything (Exclude all layers) and then whenever I need those box colliders (Such as when the player does an attack) I instead just update that specific box collider’s position to the player, get its bounds, and check if Box collider A bounds (Attack box collider) intersect with the Bounds of box collider B (Enemy bounds).
My idea is to be able to use simple Booleans to check all of my hitboxes easily. Before I actually implement this, is there some “objectively” better way to do this?
PS. I want to have my box colliders interact with nothing so that they do not accidentally mess up the physics of anything I have going on.