I have a problem, I have models in my world that won’t work well with the standard colliders like capsule or box, their shape is more complex. I can add mesh colliders to the child parts of the model but when i try moving those to the parent object (which i need to do because its much easier that way than having a raycast hit a child object and having the raycast get a reference of the parent object from the child object it hit), but the scale and rotation are off, so the hitbox doesn’t match at all. Any way I can fix this?
If the parent object has a Rigidbody, ALL of the collision events for that parent object and ALL of its children will go to the parent object, regardless of which child got hit. If you don’t want the whole object behaving like a physics thing, just turn on isKinematic on the Rigidbody component.
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