I have GO with Transform named “Pallet”
It has multiple children GOs with RigidBodies and Colliders. They represent planks of the pallet.
I want to rotate and move “Pallet”, so that children rigidbodies apply physics.
Rotating Pallet results in changes of both global position and rotation of plank.
As I understand Unity’s API now this should be done with RigidBody.MovePosition/MoveRotation on each plank.
If I just set position/rotation of “Pallet” physics are not applied by planks as they are moved.
What is the correct approach here?
Should I rotate/move planks instead of Pallet? If so - how to convert Quaternion(rotation)/Vector3(translate) of a parent to child object?