Colliders on character controller child objects

Hi there,
for my game I have a character controller with a child object which should have its own collider (it will become a short ranged weapon, like a sword or a taser).

Now I was wondering this. I know that an object with just a collider (and not a rigidbody attached) should never be moved and that if I want to move it I should use a rigidbody (kinematic or non-kinematic) as well.

But then I know that childs of a rigidbody with a collider don’t need their own rigidbody.

Is this the same case for the character controller?

In other words, if I use an object with a collider as a child of my character controller and I move it via script (i.e. for simulating the swing of a sword) do I or do I not need to attach a rigidbody to this object?

Thank you so much for any answer!

You will have to test this yourself to be sure but as far as I am aware this is not the same case with the character controller.

The character controller is like a special little entity in its own right that acts differently from normal rigidbodies and the normal collision detection and response phase so I wouldn’t imagine that adding a child collider to the Character Controller would create a compound collider behind the scenes. Therefore, I would imagine you can safely use a kinematic rigidbody for your weapon.

You will want to test this yourself to be sure and let us know how it goes.

yeah please