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Question by Nagitrev · Oct 17, 2014 at 06:47 PM · animationanimatesprite-animationtriggering animation box collider

Animator with Collider (2D)

Hi, all. I've searched the forums on this with no luck, so...

In a C# script, I create a GameObject to which I add an empty SpriteRenderer (null Sprite) and an Animator (with a RuntimeAnimatorController) followed by a BoxCollider2D.

(My aim is to have a number of generated animators that can interact with mouse events)

However, since the Sprite is null, the renderer bounds are 0, hence the collider bounds are 0, thus the OnMouseEnter/Exit/Click function isn't triggered.

Therefore, my question is as follows:

  • Is there a way to get the bounds of the animator so I can apply it to the collider (I noticed the old animation component has localBounds, but Animator does not appear to have anything similar); Or

  • Is it possible to get the first frame/sprite from the animator so I can assign it to the sprite renderer to give the GameObject/Collider size and substance; Or

  • Is there some other way to give the collider a relevant size?

If not, I may need to provide a Sprite (or size) to the script along with the RuntimeAnimatorController(s), but with potentially many animators, I'd much prefer to extract the information from a single input.

Thanks in advance...

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