Hi Nate,
Have been working on this and all seems to be going well, just have a few questions though regarding the operation of Bounding Boxes to make sure I get things right. Firstly, am I correct in assuming that the corner coordinates (or points) of bounding boxes cannot be changed on a frame by frame basis, and that in order to do so I imagine a user would create several Bounding Boxes and toggle between them at runtime? Also, I think a user can turn on/off bounding boxes on a frame by frame basis. If so, I take it this will just mean at runtime, if a Bounding Box is 'off' it will not be found as a slot (as in, the slot count will decrease to reflect it being turned off) and therefore the collider can just be turned off for that frame. Also, can (or in future will) Bounding boxes be created with support for Holes?
It turns out that presently the Unity engine (or more PhysX) requires that a further 3D mesh based on the Bounding Box be built, which it then uses for physics. I guess this will be simplified with the release of 4.3 and the introduction of Box2D, but it still makes sense to support both. Anyway, I am rolling a solution that will allow the Bounding Box Colliders to be created as separate child GameObjects/Meshes that are relative to the parent Bone, rather than as a single mesh representing all Bounding Boxes per frame. Just wanted to check that only the mesh vertices need to change per frame and not the amount of vertices/the triangles need changing too (which would be more overhead on a frame by frame basis).
Anyway, looking forward to having something more to post soon. Many thanks,
Rob