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Question by bpears · Jan 23, 2016 at 06:33 PM · physicsrigidbodykinematicphysx

Using kinematic rigidbody on parent for disable enable mesh collider and primitive collider children?

So, if i've got mesh colliders and primitive collider child objects, can I use a kinmatic rigidbody on just the parent to enable and disable / move the colliders as a whole? Or do I need separate kinematic rigids for the mesh colliders? Not sure if you can mix mesh and primitive colliders in this case? I dont think you can for regular rigidbodies, but what about kinematic?

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Answer by andrew-lukasik · Jan 23, 2016 at 08:36 PM

Technically, you can bundle multiple colliders of different types (mesh colliders needs to have "Convex" flag enabled).

PS: Having said that, it is heavily advised to keep your collider as simple as possible and even better - turn off physics entirely. Novice game developers generally add physics to every-little-thing they create. But it is a sign of more experienced developer to dismiss physics in favor of more manageable solutions (design||code>physics) and leaving physics for quick fx events and such (with rare and considered exceptions).

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