Physics hierarchically independent

Hello

I have a hierarchy (parent - son) that I need to be hierarchically independent just for the physics engine. In other words, if the physics move the parent, I need the son not to be moved by its parent. And at the same time I need the son to be independently controlled by the physics engine.

Is this possible?

Does it have to be a parent/son relationship? If their movement is independent, why do you need them to be connected in a hierarchy?

I use the hierarchy to control other variables of the game. And it works pretty well in terms of game-dynamics and object manipulations on the scene.

The real problem is when I have more than 15 objects stacked, one on top of the other, being this other its father (15 hierarchy levels), then the physics starts to behave awkward, with shaking objects and interpolating meshes.

This problem happens because of the hierarchy. Apparently the movement generated by the displacement of its father (and the father of its father, etc) is recalculated at some point by the own physics and generates that problem. Hmm I hope you can understand my vague explanation.

Is it possible to separate the parent and child and then make both of them children of an empty object? You would still be able to access them both via the transform, but they could have independent physics.

Thank you again for your suggestion. Unfortunately, if I do that, I will lose the parent/son relationship used within the game logic itself.