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Question by mrchocolatesalmon · Feb 19, 2018 at 10:25 AM · rigidbody2dparentforceturningthrust

Best way to handle a Rigidbody with children -> applying force

Hey. I'm making a spaceship kind of game, and am using Rigidbody2d for the first time. What I have is a Ship object, which is basically an empty gameobject with rigid body 2d, and then a number of ship parts which are children of this Ship object. Each time a new ship part gets added as a child, I manually increase the ship's rigidbody mass. I'm not sure if this is the best way to go as I don't think it's taking into account the position of each ship part when force is being applied to the Ship object. I'm testing out thrusters at the moment, and if the thruster is placed to the side (to simulate turning), it just spirals out of control.

What do you think is a good way to handle each ship part, so that it contributes to how the Ship object (which currently has no collider) handles the force applied to it from the Thruster?

Cheers

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