Thanks for the reply.
I need to change points to flip or animate.
I want to create some animations where a sprite stretches a lot horizontally or vertically.
But I don’t want to create the maximum image size for all animations.
If there is no “Origin points” at the star position in this image, it will not be animated correctly.
Also, if there is no “Center points” in the star position of this image, it will not be correctly inverted.
This issue seems to occur when there is no “Center points” in the center of the image.
This image is just an example.
So, for example, I don’t need the idea of making the sword in this image another sprite.
I want how collision works properly when I change points.
Origin seems irrelevant, it’s specific to center. @Bouh do you or another person want to take a look at this?
As a workaround, I’d say make a hitbox object (separate square object that matches your “average” hitbox, put all of your controls on that, hide it at the start of scene, and then just attach your sprite object to the hitbox object as just a “graphical” overlay, basically.
Then your points on collision shouldn’t be impacted until a potential fix can be found, if possible.