Why does TSRigidbody require TSCollider?

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?


  • 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.
  • 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.