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Rigidbody + Collider (Root or each GameObject)

Discussion in 'Editor & General Support' started by poolts, Sep 22, 2014.

  1. poolts

    poolts

    Joined:
    Aug 9, 2012
    Posts:
    113
    I know there have been tonnes of threads discussing moving colliders and rigidbodies.

    However, I want to know if you have a set of rigidbodies (for instance different body parts on a character, which move via animation) can I just have one isKinematic rigidbody at the root game object of the character or do I need a rigidbody component attached to each collider (i.e. capsule colliders for arms, torso, legs etc)?

    Thanks, Alex.
     
  2. Deleted User

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  3. poolts

    poolts

    Joined:
    Aug 9, 2012
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    Thanks. Just out of curiosity would adding a kinematic rigidbody to each collider cause a lot of overhead? Or would it be negligible (lets say 10 rigidbodies vs just the root rigidbody).