The plain-English version
Gameplay shapes used to decide where an attack can connect and where a target can receive it.
Why it matters
Separating these shapes from visible art lets designers tune fairness, timing, and combat feedback deliberately.
Let’s make it click
A sword swing enables its attack hitbox during a short animation interval and checks eligible enemy hurtboxes.
Vibe Bro’s heads-up
Applying damage every overlapping frame can multiply one intended hit unless the attack tracks which targets it already affected.
The docs behind it
Documentation links checked .
Editorial review · October 28, 2026
Supported: Attack and receiving regions are a sound gameplay use of overlap shapes. Once-per-attack damage tracking is design advice, not an engine default.