I’m unsure if this is known and I’m just tackling it for the first time but if nothing else I’d like to understand more about the following issue:
I have a parent gameobject with a Cables script that handles collision with cables. That gameobject is in the Cables physics layer, which is set up to only collide with the CablesPickup layer.
That gameobject has a child gameobject called Battery script. The child is in the Battery layer which is set up to only collide with the BatteryPickup layer.
All colliders are triggers. The parent has a rigidbody2D and the child does not.
When the child collision happens, the parent also gets a collision notice. This makes sense if they were in the same layer, but they are not, and that fact seems to be ignored.
This doesn’t happen (the way I ‘solved’ my issue) if the child also gets a rigidbody2D.
I’m wondering if this bubbling is meant to happen even through layers, and if so what’s the reason for it.