That seems to be the behaviour I’m seeing but maybe I’m doing something wrong.
Short question - Do rigidbodies only use (compound) colliders in their immediate children or should they search down the entire heirachy for colliders? Can you make them do it?
More detailed info - I have a character model imported from somewhere (3dsmax I think) and I’m moving it around manually and playing animations when needed.
The model is set up like normal I think.
Base
-> Pelvis
-> Spine
-> L Thigh
-> R thigh
ect.
What I want to do is have this character knock things over in the scene when it moves around. So I attached a kinematic rigidbody to the base element, and I have a script on that that listens for collision events.
Then I add simple sphere or capsule colliders to a few of the joints. Like one on each leg, foot, arm, hand etc.
Now, it seems that a rigidbody will only use the colliders that are in it’s immediate children, rather than searching down the heirachy to find all the colliders that exist.
Is that correct? When I put a big box collider on the Pelvis element (directly under the object with the rigidbody and script) it seems to work, but when the colliders only exist much further down the chain (feet etc) I get no collisions.