I have world with floors and walls made of multiple instances of the same prefab cube with a collider attached to this prefab. My character has 6 trigger-colliders(attached on the 4 sides plus top/bottom).
I expected that as my player moved around the world, each instance of a prefab cube (floors/walls) would fire separate trigger events. BUT they aren’t. Instead the entire floor and walls seem to be treated as the same collider.
I get an Entry event when the Scene first loads, but no exit or other entry events as my characters moves across the cubes making up the floor.
It’s expected if the cubes are children of a rigidbody, in which case the child colliders are treated as a single compound collider for that rigidbody.
Thanks for the reply Eric5h5. I initially thought you were right, as your suggestion sounded like the obvious answer. After looking at my hierarchy though, the prefab colliders have two parents and they are both Empty Objects with no RigidBody component.
It does seems like all the colliders are being grouped into a single composite rigidbody. I’ll have to dig deeper into how composite rigidbodies are defined.