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Question by nfgf · Aug 31, 2014 at 08:59 PM · animationcollisionmecanim

Fighting Game Hit/Hurtbox and mecanim

Hi,

I'm currently working on a fighting game and I'm stucked on the hitcollision stuff.

What is the recommended way to adjust the hitbox(the green squares(in the pic below) that defines the areas where a character is vulnerable) and the hurtbox(red squares that wil damage the enemy) to the current animation frame?

alt text

I guess I could create seperate meshes in Blender and change them during the animation and use a Box Collider Trigger for them, which could be quite troublesome to manage if I'm using multiple boxes at once.

Do you have any suggestions?

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Answer by SnotE101 · Sep 01, 2014 at 02:59 AM

Attache cube game objects with the render mesh disabled (makes them invisible). Then child them to your badguy. From here just use colliders/raycasting to see where the player hit the guy.

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avatar image nfgf · Sep 01, 2014 at 04:00 AM 0
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Yeah, but how can I place them depending on the animation? For some attacks I need them like in the picture above, another attack might need them at the fist, another attack around the elbow, another attack needs 4 of them placed in like an arc for some karate chop, etc.

It also varies during a single animation.

I could go and place them with scripting, but that would be way too fiddly.

avatar image SnotE101 · Sep 01, 2014 at 04:19 AM 0
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Since they are cubes you can animate them like any other game object. Just animate them to the areas that you want them to be at what times.

avatar image nfgf · Sep 01, 2014 at 05:45 AM 0
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Ah, didn't know that you could also animate game objects in Unity. Thank you.

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