I’m using a gameobject with a rigidbody and multiple box- and capsule colliders attached to it. When I start the game the position of the gameobject changes a bit (even when I freeze the position of the rigidbody).
When I rotate the object using rigidbody.AddTorque it’s rotation changes in all directions even though I’m only adding torque in 1 direction and freezing the rotation of the rigidbody in the other directions.
The problem doesn’t occur when I’m using only 1 collider on the gameobject. I’ve tried adding the colliders to childobjects of the main object but that doesn’t help. I could reset the position and rotation of the gameobject in LateUpdate() but would be an ugly workaround. The problem also occurs when I’m using a single mesh collider instead of multiple primitive colliders.
What could go wrong? Thanks in advance.