Colliders and hierarchy


actually we can't find a reliable solution in order to handle two TSCollider2D in an hierarchy.

In our game we have a game object with a TSTransform2D, TSCollider2D and TSRigidbody2D (with 'Interpolate' mode). It has a child with another TSTransform2D and a TSCollider2D used as trigger.

The physics objects are moving correctly and due to interpolation the root object is a little behind its collider. The child object is not correct, its transform is updated by Unity and by TSTransform.

How can we solve?