Game asset processing4 min read

Spine AABB Checks Always Return True? Inspect updateAabb

A broad-phase pass is not a polygon hit. Identify the method, update flag and current pose before changing the hit region.

Spine AABB Checks Always Return True? Inspect updateAabb
Concept art of a character and two silhouette sheets
AI-generated character concept art, not an AABB, polygon or physics-debug result.

A point outside the character still produces true from a bounds check. Identify whether the call tests an axis-aligned box or the actual polygons. Similar-looking results can answer different geometric questions.

One flag changes the broad-phase meaning

The current official SkeletonBounds reference says update collects visible bounding attachments and their world polygons. A true updateAabb flag computes their enclosing axis-aligned box; with false, SkeletonBounds AABB methods always return true.

That permissive coarse result does not establish a polygon covering the screen. Verify the installed API and actual argument. This does not describe every engine's independently implemented collider.

Record coarse and detailed stages separately

  1. Identify the bounds object, package revision, animation time and visible attachments.
  2. Check whether bounds were updated for this pose and record updateAabb.
  3. Record the coarse method and result, then whether polygon testing actually follows.
  4. Compare known inside, outside and box-only points in one consistent coordinate space.

These are proposed test categories, not coordinates measured here. The documented containsPoint(x,y) returns a containing bounding attachment or null. It is not interchangeable with aabbContainsPoint's boolean.

Check data timing as well as coordinates

Queries after a pose change need valid transforms and bounds under the consumer's update sequence. Comparing stale cached geometry with the current picture can hide a timing problem behind a larger hit region. The installed runtime and integration determine the exact update stage.

For whether a cape or weapon should be hittable, first agree the design using the appearance versus hit-region checklist. Correct coarse filtering does not implement gameplay or damage rules.

Preserve correctness while optimizing

The reference presents AABB screening as a possible optimization before many polygon tests. Computation and reuse depend on actual pose changes and query volume. Do not advance animation for every point query or invent a fixed speedup.

Use Spine Workbench and its guide to identify resources and animations. Actual hit queries need acceptance in the consumer. The cover is character concept art, not physics-debug evidence, and no collision benchmark was run.

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