Hurtbox colliders without using prefabs or primitives?
Hello and thank you for reading. I'm looking into designing hurtboxes that don't follow a primitive shape like a box. My character has an ability which is X units radius and theta units angle (her kit, more specifically states 9.5 unity worldspace units and 80 degrees angle). I'm trying to design a framework in which I can "draw" a sector of a cylinder and have it return a collider[], similar to Physics.Overlapsphere so that this style of ability is modular across my other characters. Primitives seem to be too inaccurate for this and I'm avoiding prefabs so I don't have to worry about creating 3d assets. Is it smarter just to use prefabs? Any suggestions or help would be appreciated.
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