I’ve been working on a 1-on-1 fighting game for a little over a month now and collisions have recently slowed me down a bit. There was a lot of good info in Monster’s Character Setup Guide but I had to change a few things to get collisions on the fighter himself (torso, arms, legs, etc.) by parenting a bunch of collision boxes to their respective bones. This works fine for the player fighter but doesn’t seem to work when set up for my AI fighter.
I copied my fighter character (mesh/rig/collision boxes, but removed his logic) and used this new guy as my AI fighter (dummy). Even tho the AI fighter collision boxes were set to ‘rigid’, my fighter couldn’t hit him. He’d just strike thru him. If I parent the AI fighter to a bounding collision box (set to ‘rigid’) and remove the individual bone collision boxes, I can hit him no problem. However, I want the collisions to be on the appendages themselves. There’s some disconnect there that I can’t figure out. If anyone can shed some insight on this and help me understand what’s going on, it would be very appreciated.