GO with rigid body, hierarchy best practices
I'm trying to figure out the best way to lay down a Player object in a racing game. my initial thought was:
= Empty Player -> Script (public accelerate, public turn) ==== "Cube" ----> Renderer ----> Collider ----> Rigid Body
But, Accelerate should add force to the rigid body of a child object, so it won't move the parent. moving the parent progremattically is... not beautiful.
Putting the Rigid Body and the Collider on the parent is not beautifull either. so does putting the "Cube" as the parent of all.
Edit:
Looking at the standard asset car, it does have a rigid body on the parent, and colliders on dedicated children. is that the preffered way?
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