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Question Can we get an option to opt out of physics compound colliders?

Discussion in 'DOTS Dev Blitz Day 2022 - Q&A' started by scottjdaley, Dec 8, 2022.

  1. scottjdaley

    scottjdaley

    Joined:
    Aug 1, 2013
    Posts:
    163
    The current compound collider authoring experience is quite handy for the times that you want it. However, there are some cases where you want child colliders. For example, if I have a object and want to do raycasts against a specific part of the object. It might be possible to dig through the compound collider and check if it hit the correct sub-collider, but it would be much easier to just have a child collider. This is possible to set up at runtime by simply setting the Parent of the child entity, but, as far as I know, it is impossible or quite difficult to do at runtime.

    Can we get some kind of option on Physics Shape to disable compound collider generation? Or perhaps a component that we can add to the child collider game object to prevent it from being included in the compound collider?

    Note: I'm not talking about dynamic rigid bodies here. I realize that there are complications with transform hierarchies and rigidbodies and that is a separate question (asked here already: https://forum.unity.com/threads/physics-entities-and-transform-hierarchies.1371111/). I'm just talking about allowing transform hierarchies on collider-only entities without the automatic compound collider creation at bake time.
     
    TheOtherMonarch likes this.
  2. TheOtherMonarch

    TheOtherMonarch

    Joined:
    Jul 28, 2012
    Posts:
    887
    Yes, please allow rigid bodies to have non-rigid body child colliders. I have hit boxes separated from terrain/unit collision detection for a reason. I want the layers to remain separate.
     
    Last edited: Dec 22, 2022