Hi!
I am struggling with best practices and overall ideas of how to deal properly with problems of joined rigid bodies. I have a feeling that I overcomplicating the solution.
I had a very pretty ship with modules that all of which have different roles (fixed joints):

I am using Forces because of the engine and thrusters at different positions and I like it.
Of course, movement not working properly - that’s fine… I guess ![]()
I reorganize some stuff and made proper colliders and rigidbody attached to the parent.

But now I am thinking about how to have and proper approach. I want to give a user ability to break the ship half, and all of the stuff should still be partially operated, have its own mass, and still be influenced by forces.



I am thinking about some live calculations, adding, removing colliders on runtime and rigid bodies on change - tons of complicated work. But I am not sure about that investments. I have a gut feeling that I am working against the physic engine.
Can you share your feeling and experience on how to deal with that out of the box?