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Articulation Bodies Vs Rigidbodies in Unity 2020
This might be a silly question, but I have not found any answer to this yet.
We know that two rigidbodies in the same prefab tree should never happen. Can rigidbodies be placed in the same tree, or child, or parent of a set of articulation bodies without repercussions?
I see that joints work with rigidbodies as well as articulated bodies, but between them, do they interfere with each other? Or can a rigidbody be at the parent gameobject who has a set of childs with articulated bodies and have no problems?
Thank you!
Answer by Edy · Jul 21, 2020 at 02:26 PM
This is incorrect. You can have standard rigidbodies in the same prefab tree without issues. I often use such setups. A Rigidbody simply overrides the Transform's position and rotation in world coordinates. Unless there are joints attaching them, the parent-child relation has no effect between rigidbodies in the same tree."We know that two rigidbodies in the same prefab tree should never happen."
Hmmmm interesting that you say this, following this answer it says this kind of thing "should never happen". Or am I miss-understanding things?
That's not valid anymore (it's a reply from 2011). You can see examples of parented rigidbodies in these videos:
https://www.youtube.com/watch?v=Wc9BwZrgXGc
https://www.youtube.com/watch?v=dak1_gN0V$$anonymous$$E
https://www.youtube.com/watch?v=o0LdTgjLZHE
Each vehicle is a single root GameObject with the articulated parts being rigidbodies and joints hierarchically arranged in the prefab tree.
I see! Ok, so the same applies for the new "Articulated Bodies" that were added in unity 2020?