>>86504288Don’t use meshes for collision detection, there is a simpler way to do this:
The limbs are each their own gameObject and their transforms are attached to a parent gameObject (the character)
Attach a capsule collider to each of the limb objects and adjust it to match where the sever point would be.
Then, when the limb collides with a weapon collider, simply unparent the limb object (gameObject.transform.parent = null) and then attach a rigidbody component, then physics would take over automatically (the arm would fall assuming gravity is on)
Adding components like this during runtime isn’t the best practice but this would be a fast and dirty way to implement. Obviously, having many characters on the screen with this many colliders/rigidbodies can get computationally expensive fast