Multiple joint collision setup

So collider A and B are attached with a fixed joint. A and C are also attached with a fixed joint.

None of these should collide with each other.

A is a boat hull, B is the body, C is an avoidance collider, a scaled cylinder that envelopes A and B.

A is the body force is applied to. It has a mass of 10k B and C have a mass of 1.

Actually C isn’t in quite yet I’m assuming if I attach like outlined above C is going to collide with B which wouldn’t work out well.

You have a few options atm depending how you want to handle it, how many ships you have, how you spawn them, etc. I would advise either:

  • Use GroupIndex on CollisionFilter (no authoring workflow atm, so either write a custom conversion system that patches stuff after built-in conversion systems run, or e.g. write unsafe code to patch things when you spawn them; see this naive example )
  • Write a custom IBodyPairsJob to filter them out (see this sample)