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Question by Lautaro-Arino · Nov 01, 2013 at 09:47 PM · collidertrigger

Character with several colliders and rigidbodies

I am doing a PvP fighting game. This is the GameObject hierarchy of the player character.

Player contains:

  • Legs

  • Sword

  • Torso

  • Head

I want to be able to

  • Register impacts of the sword on a specific body part

  • Use AddForce on the whole player entity when a body part is struck

  • Change the animation of the player that owns the sword that hit

Questions

  1. Is it correct that the only rigidbody should be on the root Player GameObject ?

  2. Is it correct that The body parts should have colliders and be triggers ?

  3. Is it correct that The swords should have colliders but not be trigger ?

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avatar image sdgd · Nov 01, 2013 at 10:20 PM 0
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I'm just doing that with weapon system not melee for now, ...

well, ...

  1. afaik it's enough if rigidbody is only in the root

  2. trigger or collider depends on how you model it but afaik 1 has to be trigger and 1 has to be collider

  3. same as 2.

for 2 && 3 I'm unable to make it collider as I have my character moving around with character controller so I had to make it trigger otherwise it falls through floor: so it totally depends how you model it

there's something else, ...

I've done 12 colliders for each character and I gain phisics limit at 80 characters (that was tops)

when I made 1 collider and if it was activated I deactivated it and activated other 12 at that specific character I could have 1300 characters and I still didn't get any phisics limit BUT my hardware wasn't fast enough to follow through every char fast enough it allmost crashed as it was there like 1 frame per 10 seconds or more

thought this will be helpfull but guess it's not

avatar image Lautaro-Arino sdgd · Nov 02, 2013 at 10:32 AM 0
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But i need the player root object to have a rigidbody so i can add force to it. And i also need the sword inside the player to have a rigidbody so it can collide with other players body part and cause colision.

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