Hi, I’ve submitted this question before, and on request of a user I added a picture. I also defined the problem more sharply after some tests with the help of some tips this user gave me.
I have a player controlled object, object A. It consists of 2 parts, A1 and A2, which should be locked to each others position. Object B is identical, and can be player controlled or AI controlled.
The goal is as follows:
All parts should be able to collide with each other, and react to physics, as long as the positional lock between two parts(A1 & A2 and B1 & B2, respectively) is kept intact.
All parts should have different colliders. If A1 collides, A2 should NOT receive a collision message.
For some reason, I cant get this to work. I’ve tried joints, kinematics and all sorts of parent child setups, but I can’t seem to get the aimed results. Kinematic parts won’t collide with each other and separate colliders require separate rigid bodies, which are hard to keep together (as they react to physics individually). Kinematic rigidbody triggers do work, at least code-wise but do not adhere to physics.
Alternatively, a workaround could be if I could make a single collider and detect which side was hit. Is such a thing possible?
Thanks in advance!
[11922-unity+problem.jpg|11922]