So I want to create a Dynamic Rigidbody for a spine object using the bounding box defined in Spine. I attached a Bounding Box Follower script to the child gameObject of the Spine Object. I've tried attaching a Rigidbody2D component to the spine object but it goes flying off the screen (goes through platforms/floor). I've tried changing the child object rigidbody from Kinematic to Dynamic but the Spine object isn't affected by physics. Is this possible?
I did a test on a simple sprite to see what's going on. So the Dynamic Rigibody on the parent and the Kinematic Rigidbody on the child interferes with platform collision detection.... There is gravity though. Not sure where to go from here.
After playing around, I think I solved my problem. I added a dynamic rigidbody to the spine, left the child as kinematic. I also added a simple box collider to the feet of my parent Spine so it won't fall through the platforms. Make sure to not have the parent and child colliders overlap or you'll get unpredictable movements or turn the child collider to 'triggered'.