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Question by Chickenator · Feb 10, 2015 at 05:39 PM · animationrigidbodycollider

How would you make colliders and rigidbodies follow your animation?

I had a quick Google but couldn't find anything. I would like it so when the animation starts the rigidbody and colliders would follow the animated legs.

Thanks in advance

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Answer by Mmmpies · Feb 10, 2015 at 05:45 PM

Both sit as child objects of you character (s) so follow the chatacters transform. You shouldnt have to do anything.

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avatar image Chickenator · Feb 10, 2015 at 05:47 PM 0
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So I should put the colliders on the individual objects ins$$anonymous$$d of the parent (the parent it the whole model and the childs are the individual bits)

avatar image Mmmpies · Feb 10, 2015 at 06:02 PM 0
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Depends on how you want it setup really, Unity is pretty open but if you want to detect a child being collided with and know which child then putting a collider on the child is perfectly acceptable.

As is expanding out the parents collider to cover all child objects.

Really it's up to you and how you want the game to react.

avatar image Mmmpies · Feb 10, 2015 at 08:10 PM 0
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You know I reread this, if you just have a single character then you just Add Component -> rigidbody and say you want a mesh collider Add Component -> $$anonymous$$esh Collider.

These are considered Components of the character, the term child is also used hence the GetComponentInChildren. Child is kind of anything under the main character or GameObject.

So I'm not sure my last comment was actually what you were after. Or let's say, as you un-accepted, the answer I guess it probably wasn't!

Now these legs, are they part of the character if so a $$anonymous$$esh collider would probably be what you're after, if separate GameObjects I think we need more information about it to advise.

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