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« on: February 14, 2012, 08:37:52 pm »
Yes that is the right thing to do. The documents aren't particularly clear on this, and I am improving the docs now - I will make sure it is clearer.
The idea with unset is, the sprite has no collider set up, so if you set anything up manually, it will just remain there. The backwards compatiblity comment is in regards to one version of 2D toolkit where if the user upgraded from that version, to make everything behave as it did in the previous version as opposed to the new default behaviour.
Collider type of None does that seemingly bizzare thing - the reasoning behind it is that when you are playing an animation, you could have a few frames with no collider - you can't really reliably disable the collider apart from deleting it (which will cause memory allocations when added again), so it simply moves it far far away and makes it tiny. That way it doesn't need to delete and recreate colliders frequently. One of the things we used it for was for a mario "piranha plant" style monster, where it only triggers the player collider when its fully extended out of the pipe.
Hope that helps.