From fcb6e61815cde1003f0aa4a0a05f657e0d901402 Mon Sep 17 00:00:00 2001 From: badlogic Date: Mon, 30 Jan 2017 11:48:21 +0100 Subject: [PATCH] unity] SkeletonUtility now adds a kinematic Rigidbody2D for non-root bone boundingbox colliders. --- .../spine-unity/SkeletonUtility/SkeletonUtility.cs | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/spine-unity/Assets/spine-unity/SkeletonUtility/SkeletonUtility.cs b/spine-unity/Assets/spine-unity/SkeletonUtility/SkeletonUtility.cs index 916d410ec..6086c9e61 100644 --- a/spine-unity/Assets/spine-unity/SkeletonUtility/SkeletonUtility.cs +++ b/spine-unity/Assets/spine-unity/SkeletonUtility/SkeletonUtility.cs @@ -75,6 +75,16 @@ namespace Spine.Unity { public static PolygonCollider2D AddBoundingBoxAsComponent (BoundingBoxAttachment box, Slot slot, GameObject gameObject, bool isTrigger = true) { if (box == null) return null; + + if (slot.bone != slot.Skeleton.RootBone) { + var rb = gameObject.GetComponent(); + if (rb == null) { + rb = gameObject.AddComponent(); + rb.isKinematic = true; + rb.gravityScale = 0; + } + } + var collider = gameObject.AddComponent(); collider.isTrigger = isTrigger; SetColliderPointsLocal(collider, slot, box);