Why does TSRigidbody require TSCollider?

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This seems very limiting to me and is different than Unity Physics. How should we approach situations where objects with multiple colliders attached as children all sharing a parent with a rigidbody that doesn't have a collider?

Answers

  • JeffersonHenrique
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    Hi @ScriptGeek, we had some issues with compound collliders using the physics engine we picked, so we we made that mandatory to avoid some bugs, but it is a thing we delayed a little to improve other parts of TrueSync, thanks for notice and report that.
  • ScriptGeek
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    Yes, that's the term I was forgetting: compound colliders. Having these working would make development a lot easier. I've had to experiment a lot to find a solution for my project working around this limitation. Due to the extreme simplicity of the project requirements I was able to fake a real physics solution, but this took much effort.