Hello everyone!
I am developing a kid’s driving game.
I have a small city map, and I added colliders to empty game objects giving the shape
of the buildings/obtacles and avoid using mesh colliders.
For most of the cases, the colliders intersect, check picture1
The empty gameobject(EGO) has also rigidbody component attached (for collision to occur).
As I run the game, a mess happens and the colliders collide with each other(natural to happen, since they are touching each other) see pictue2
now I solved this with a non-efficient method.
I had all EGOs as a child to another parent EGO named “colliders”.
I duplicated colliders, made all the child colliders to be triggers and added rigidbody component.
Hence the colliders serve as colliders, and I check the collision by OnTriggerEnter, since there is a trigger at the same position(its duplicate).
Is this the way its going to be?
How to use colliders in an optimal way?