So, I’m making a game where you can anchor objects positions relative to each other.
so for instance, if a the box you anchored to a cylinder wants to fall down because of gravity, but the cylinder is resting on the ground, the box cannot fall because of the cylinder. Or if the box is being pushed but the cylinder is on the wall the box cannot be pushed because of the cylinder.
Are there any good ways of doing that? I’ve tried deleting one of the object’s rigidbody and making it a child of the other, but then the Physics.Raycast I use to detect the objects breaks because of it now being one combined object with one rigidbody. Are there any ways to detect one collider from another?