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  • Some questions about the bounding box feature.

I am an animation creator, and our client development teams (both Android and iOS) are using Spine for development and production. We have encountered some issues as follows:
1、We haven't found runtime documentation related to bounding boxes on the platform.
2、Besides being used for collision detection, creating physical bodies, and generating particle effects, what else can bounding boxes be used for? Can they be used as interactive hotspots? For instance, can they be used to determine user click and drag behaviors, or can they affect event triggering?

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    1. While there isn't a comprehensive runtime documentation specifically for bounding boxes, there are code examples available in the Spine runtimes that demonstrate how to use bounding boxes for hit detection. You can find examples in various languages such as C#, C++, and Java. These examples show how to update a SkeletonBounds with a skeleton and use it for hit detection.

    2. Bounding boxes in Spine can indeed be used as interactive hotspots. They can be utilized to determine user interactions such as clicks and drags, and can affect event triggering. For example, you can use bounding boxes to define areas that respond to user input, such as buttons or other UI elements. This is done by checking if a point (like a mouse click or touch) is within the bounding box's area. However, it's important to note that while bounding boxes can be used for these purposes, the implementation of such interactions would require additional application code to handle the events and responses.

    wzf814 our client development teams (both Android and iOS) are using Spine for development and production.

    Please note that while you can author a bounding box attachment, the actual logic handing interaction with this bounding box heavily depends on the runtime and game toolkit your client is using, as each comes with its own limitations. For example with spine-unity, you can use a BoundingBoxFollower which links the Spine bounding box attachment to Unity's collider logic. Which runtime is your client using?