Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

Animation and Moving Colliders

Discussion in 'Editor & General Support' started by poolts, May 14, 2014.

  1. poolts

    poolts

    Joined:
    Aug 9, 2012
    Posts:
    113
    Background:
    • I have a mesh of a human running around.
    • The mesh has a a bunch of primitive colliders (capsule colliders) on each body part (legs, arms, torso head).
    • The root game object has a rigidbody set to is kinematic to adhere to the fact that it has a moving colliders.
    Question:

    Considering the body parts are also moving (via animation), does each body part need it's own rigidbody component set to is kinematic OR do they act as a compound collider and therefore not need their own rigid body components but can just have a single rigidbody component on the root game object of the human model, even though they are indeed moving independently through animation?

    See: http://docs.unity3d.com/Documentation/Components/class-Rigidbody.html (Compound Colliders)

    Thanks :)
     
    Last edited: May 14, 2014