Approach to destructible, movable, physic model

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):
7913521--1009372--upload_2022-2-21_10-20-1.png

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 :wink:

I reorganize some stuff and made proper colliders and rigidbody attached to the parent.
7913521--1009378--upload_2022-2-21_10-25-19.png

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.

7913521--1009381--upload_2022-2-21_10-28-41.png7913521--1009384--upload_2022-2-21_10-29-4.png7913521--1009387--upload_2022-2-21_10-29-11.png

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?

That’s what I would recommend. Don’t use joints. Just keep them all combined together until you get a large enough force to break them apart. Use lots of colliders and separate them into different RigidBody objects when breaking apart.