Lets say for a game like Gradius or Life-force. A mountainous terrain, and you want to destroy your rocket ship (and spawn an explosion at location) the instant it collides.
The Sprite shape is actually square. But what exactly would you do here? You know what I mean? To make the visible part of a sprite act as a boundary for a sprite?
You can add colliders the same as you would in 3d space, the depth of the collider wouldn’t matter unless you have layers separated in depth by 3d space.
In the sprite for ship, change its collision type to shrink wrap or fully custom and draw your own collision shape. I’d probably go with custom, tried shrinkwrapping a random hd sprite of Gradius ship I grabbed from Google, and shrink wrap produced this abomination:
That is interesting, it might be one would have to make dummy simple shapes in Blender to make such a sprite based ship. Seems like such overkill though lol.
That was actually not that bad. In a test project shades of Capcom’s 1942 I had this big rocket come down from the north. Before it was colliding well before I got to the rocket body.
I opened the sprite in the content browser. Set its collision type to “fully custom” then hit “edit collision”. What it showed was exactly how it acted, four vertex points in a square. I could grab each point and move it around. I could add points by holding left shift and click somewhere on the line I wanted a point. I could delete points by clicking the point and then hitting delete on the keyboard. And of course hit save. Tested in game and it seems to be working right now. I think you earn the skrilla on this one. Thank you!