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Parent rigidbody using its childrens colliders. Should it work or am I stupid?
Hey there..
I'm working on a little something and I ran into this (to me) weird issue. As I have read on countless websites and even here on unity answers, when you make an empty gameObject, give it a rigidbody (without any colliders) and then, as it's children, you put let's say a bunch of cubes (with colliders) the parent rigidbody should use those colliders as it's own, thus having no problems colliding with the environment. The parent in my project doesn't seem to be using it's childrens colliders... It just goes right trough everything...
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I find this more 'realisticly' looking than just swaping the whole object for the 'broken' prefab. As you can break it down piece by piece.
Unfortunately, this is only working for static objects such as the walls, and that is why I am trying to get the parent rigidbody to use it's childrens colliders. So I could make these objects breakable and moveable at the same time. Ofcourse, I could always ust use the 'object swapping', but as I've said, this looks better IMO.
Here's a video if anyone's interested. YouTube Link
Answer by Croser · Sep 26, 2013 at 11:32 PM
Turns out, I'm an idiot. If the child gameObject has a rigidbody the parent will NOT use its collider.. It took a while but I found a solution that exactly fits my purposes.
He just sad that ... attaching a Rigidbody to the childs
Answer by Tanoshimi2000 · Sep 02, 2021 at 02:10 PM
When I try to have children with colliders and rigidbodies, the object falls apart. Any idea how to have a compound object with child colliders? Like a car with colliders for wheels, body, doors, bumper, etc?
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