how does unity prioritize collisions on a hierarchy?

i have an ennemy which is composed of multiple bodyparts that can be individually interacted with and i do not know how to control which object is in priority when handling collisions.

One exemple is the following

Body
→ Head
-----> Throatsac

in this case i would want for the hitbox of the head to have priority over the hitbox of the throatsac so that the later can only be damaged while inflated and not while it is retracted behind the head.

other exemples would include armor protecting a more vulnerable part of the body until broken

Only if each collider has its own rigidbody.

Edit: if you wanted OnCollision… etc calls to function per object. Otherwise if there is only one rigidbody on the parent, child colliders are considered compound as the manual states.

Unity doesn’t prioritise collisions nor the callbacks after a collision has occured. That kind of logic should be implemented in scripts.