For some reason 2d collision detection in unity for colliders and triggers is implemented slightly different.
void OnCollisionEnter2D(Collision2D coll)
void OnTriggerEnter2D(Collider2D other)
Collision2D has a clear straightforward way to obtain collision points via Collison.contacts. Unfortunately there is no such easy way to do it for Collider2D.
My first attempt was to modify spine runtimes for unity. The class that generates a unity trigger for bounding box is BoundingBoxFollower. But just switching true to false on line 135 by
(var collider = SkeletonUtility.AddBoundingBoxAsComponent((BoundingBoxAttachment)attachment, gameObject, true))
seems not to be enough. (i just made it following this great video tutorial
). So my questions are:
1) Is it possible to get the exact contact points for bounding box attachment?