Hey djaydino,
Thanks for the tips. First I tried to work with using box colliders on my sword. I had 8 colliders on the blade, I tried to increase the size of the enemy npc body part colliders but that didn't work. The animation events( Collider-on, Collider-off ) triggered every time. The events are sent to an FSM that turns the collider game objects on and off, one state turns the colliders on and another state turns them off. Each state uses the activate game object action. I set up a test, I made a state machine that alternates between the collider on and collider off states with the activate game object and wait actions as in ths screen shot. I found that below .3 seconds wait, the transition between the states became inconsistent. I also found out that when the sword colliders passed through the body parts collider, it didn't trigger the on trigger enter on the body parts collision FSM. I think the movement is to fast going through the colliders. I increased the time between the Collider-on and Collider- off events as much as I could but that didn't work. My project is a 3rd person RPG and I want precision body part collisions. I want to implement dismemberment later on and it would be more realistic.
I looked into using raycast. I had an empty game object at the base of the sword blade, at the critical point in the attack animations, an animation event fires the raycast set for the length of the blade. The hits were inconsistent, so I set up up 3 Points in front of the player, parented to the player animator game object which acts as high, mid and low attacks. I categorized all the attacks this way and set up the appropriate animation event to fire off the raycast accordingly. I got good results and I think I will use this method.
Thanks again djaydino, seeing my player and enemy npc is getting more complex, I will probably run into something I will need help with.
Thanks,
RICK