So, your other options are.Īdd a script to the child which catches the collision and deals with it there. Unity won't bubble the event up the hierarchy any further than that for performance reasons. If you can't put the rigidbody on the parent. When the box collider collides with something, the event will bubble up straight through Child A and be received by the Rigidbody on the parent, which will then cause the script to run. So, the simple approach is to make sure the rigidbody is on the parent object with the script. the settings of the camera's rigid body are like this-> Mass: 50 Drag 0 Angular Drag 0 No gravity No kinematic Interpolate Non Collision discrete No constraints Here is the camera script im using.
When a collision occurs, Unity will search up the hierarchy for the nearest Rigidbody and run any scripts on that same GameObject. The camera actually works fine until i touch a mesh then it starts to bounce like.