Sorry, I should be more clear:
Terrain is a 2D poly collider. Everything that collides in our game is in 2D.
- Yes there is a dynamic rigidbody2D attached to the character and it's movement is physics-based (adding force to the RB).
- Yes the collision matrix is properly set up and configured to collide with the relevant layers, both static and not static
If i add a standard unity collider, e.g. box2D or poly2D, to either the root gameobject with the SkeletonAnimation on it or to a child object, the collision works as intended, but if i add the bounding box follower and the bone follower it allows the player to pass through any other 2d collider. Collision events are still reported (OnCollisionEnter2D etc.) but it can pass through everything, both static and non-static.
I have tried adding RBs to the individual collider parts, tried both kinematic and dynamic, tried without RBs on the collider parts, having only one RB on the root object. In every combination the BBFollower colliders can pass through every other collider.
