if I have an object which is a rigid body and contains a sphere collider and has 2 children. The children are no rigid bodies but both contain a box collider. I hope this is a valid way to combine multiple colliders reffering to one rigid body.
Now I want to detach a child(the collider). My question is: Is it enough to simply call childObject.transform.parent = null ? Which kind of impact does this have on my rigid body ? Does it know about the change ? Or does it still think that there is collider.
I guess that the rigid body does not recalculate the inertia which is necessary after changing the collider set.
Soo... are there better solutions or are there methods like "recalcInertia" ?