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Dec 4, 2015 at 18:32 answer added starikcetin timeline score: 0
Oct 4, 2015 at 4:26 comment added ketura The thing about sprites is that they are inherently rectangular--they are literally a Rect on a Texture2D. You're going to have to analyze your sprite for opacity, like DMGreg mentioned. Check each pixel, if it has alpha of less than 255, create a 1-pixel large collider. This will have performance issues with high-res maps. We'd probably need more context on why you need this method to suggest other avenues of action.
Jun 5, 2015 at 16:49 answer added greenland timeline score: 1
Jun 3, 2015 at 22:55 comment added Jeff Burghess One of the problems with my first solution was that it only worked for rectangles -- I want it to work for any shape of the sprite
Jun 3, 2015 at 21:48 comment added DMGregory Is your containing object always a box (ie. a rectangle) or do you want to support other shapes based on 2D colliders (circle, polygon), or based on the pixel opacity values in the sprite?
Jun 3, 2015 at 21:22 history asked Jeff Burghess CC BY-SA 3.0