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Question by poolts · May 13, 2014 at 03:12 PM · animationcollidermeshperformance

Animated Mesh and Moving Colliders

Background:

  • I have a mesh of a human running around.

  • The mesh has a a bunch of primitive colliders (capsule colliders) on each body part (legs, arms, torso head).

  • The root game object has a rigidbody set to is kinematic to adhere to the fact that it has a moving colliders.

Question:

Considering the body parts are also moving (via animation), does each body part need it's own rigidbody component set to is kinematic OR do they act as a compound collider and therefore not need their own rigid body components but can just have a single rigid body component on the root game object of the human model, even though they are indeed moving independently through animation?

See: http://docs.unity3d.com/Documentation/Components/class-Rigidbody.html (Compound Colliders)

Thanks :)

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Answer by Jeff-Kesselman · May 13, 2014 at 04:13 PM

Every separate moving object that has a collider must also have its own RigidBody, yes.

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avatar image poolts · May 13, 2014 at 09:55 PM 0
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Apparently, it's not advisable to have child rigid bodies of a parent rigid body http://forum.unity3d.com/threads/25353-$$anonymous$$ovePosition-in-parent-child-relations-of-rigidbodies

avatar image poolts · May 14, 2014 at 01:07 PM 0
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Actually seems to be on non-kinematic rigid bodies. If each collider needs a separate kinematic rigidbody, why do some forums and doc posts say that only the parent / root needs to have a kinematic rigidbody? Seems a bit of a hole in the docs :o\

avatar image poolts · May 15, 2014 at 03:15 PM 0
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I've also recently noticed that NGUI uses a single kinematic rigidbody on it's UIRoot, which initially got me thinking about all of this.

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