I’ve tried looking within the documentation a solution to this however didn’t discover any, neither confirming nor denying it.
I do know in Unity if a Node has a Rigidbody, the rb will soak up consideration all colliders within the node’s kids, making all of them act as a single, extra complicated collision form below a single physics physique.
Is identical factor true for cocos creator? Does a Rigidbody2D use the colliders within the node’s kids to compose the physics physique?
I’m asking this as a result of I’ve a number of form prefabs, all with their very own set of colliders, however now I want a manner to have the ability to couple a few of these collectively and have them work as a single, larger, unified form. If I may add each shapes as kids to the identical dad or mum and have the dad or mum have a Rigidbody that labored like that, it could make my life a lot simpler.
I feel you want the fixedjoint part, connecting the kids to the dad or mum node, however every with its personal inflexible our bodies and colliders. When you set the anchor linked to the middle of the dad or mum and nil the frequency and damping attributes, they may react as a single physique.
I haven’t examined learn how to recuperate collisions programmatically; I imagine you’ll must verify it individually.


