unfortunately I am a bit confused about what really is happening, but I suppose a child object (sword) which also has a box collider sends it´s collision detection “up” to the parent (Player) so that when I hit the enemy with the sword both detect a hit and loose a life. It looks like collision detection is
Is there maybe a way to exclude the detection of children? Or at least detect which child object collides with which other object? My setup
Player (Rigidbody, C#, Box Collider)
±- Sword (Box Collider)
Enemy (Rigidbody, Box Collider)
I found a similar post but it is about 2D which maybe a bit different to cope with?
HOLY SMOKES! Thanks Brathmann, all I needed to do was add the rigid body and now everything works as it should
I have read several times that collisions are passed upwards the hierachy to the top most rigid body, so I did not expect a rigid body on a child would stop that.