The current compound collider authoring experience is quite handy for the times that you want it. However, there are some cases where you want child colliders. For example, if I have a object and want to do raycasts against a specific part of the object. It might be possible to dig through the compound collider and check if it hit the correct sub-collider, but it would be much easier to just have a child collider. This is possible to set up at runtime by simply setting the Parent of the child entity, but, as far as I know, it is impossible or quite difficult to do at runtime.
Can we get some kind of option on Physics Shape to disable compound collider generation? Or perhaps a component that we can add to the child collider game object to prevent it from being included in the compound collider?
Note: I’m not talking about dynamic rigid bodies here. I realize that there are complications with transform hierarchies and rigidbodies and that is a separate question (asked here already: Physics entities and transform hierarchies ). I’m just talking about allowing transform hierarchies on collider-only entities without the automatic compound collider creation at bake time.