Writing melee system with physics-based calculation?

I’m working on a small fighting game with lot’s of melee moves, but i’m using a rather outdated technique: i have a bounding box on each character model, and if, during an attack animation, the attacking player’s bounding box gets over the enemy bounding box, i apply some damage to the enemy (also depending on the attack animation).

This is just basic collision. I wanted to know if there’s a more elegant way of writing a melee fight system, leveraging Unity’s physics engine and more advanced algorithms for handling damage and contact, without relying on bounding box collision.

Bump.

Raycast works pretty good.

Raycasts won’t allow me to determine force.

Use another bounding box for the weapon/hand only, detect the point of collision contact with the enemy using the built in physics. Calculate the force from the time it takes and the change of position between your weapon bounding box start position and the enemy contact.

Scripting is about getting things done as Simple as possible. Simplicity is elegant. I think most fighting games will use similar to what Oniichan said.