A 2D game and a bird's eye view of the character. This character, who has a knife in his hand, swings the knife by waving his arm, just at this time, I look at "polygon collider2d" from the unity "scene" tab and it does not follow the character's arm or knife. Therefore, the character's knife, arm go into the wall or don't damage the enemy. Because the polygon collider2d is only scaled when the character is in the "idle" state.
My question is right here, do I need to add polygon collider2d separately for each frame of my attack animation and make them active/passive while the animation is playing?
Doesn't doing this degrade performance? I couldn't find an alternative solution.
Solution Edit : The only way to solve this problem is to keep our sprites in separate pieces and prepare the animations we want from unity's own animation window.
Note: In the classical method, we can create animation by dragging and dropping the ready frames to our object, but in this case the collider will not follow the object.