I'm creating a 2D platformer in MonoGame and I'm thinking of using AABB as physical colliders for characters and then have a trigger polygon collider on each character for checking for example if an enemy's weapon is touching the player, making it more precise. The polygon collider is animated so every frame in every animation has its own points. That's a lot of work. Is that precision needed? What is usually done in this situation?
Updating a primitive collider position is already costly, polygon colliders are really expensive by definitnion, i only use it for static objects, changing a polygon collider position is really expensive. And on top ot that changing a polygon collider actual polygon.? Its probably not a good idea, you could try but i dont thinl you will succeed. Most people use primitive colliders next to each other to fake a more complex geometry.