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Question by Gimly161 · Feb 22, 2020 at 03:58 PM · collidertransformforce

collider not moving with the object

So I got back into unity after 3 years so I'm pretty much beginning again from scratch. I'm making a game where you throw a spear at a block and when you hit the block it should output win in the debug.log. however I noticed my collider isn't even moving along with my object. In order to make the spear fall realistically I made it out of 3 different parts with different weights and it works like a charm. I wanted to add the boxcollider to the tip of the spear but then found out that the OnCollisionEnter does not work on children for some reason so i put a rigidbody and a collider on the parent. but when I apply a force on the Handle the spear flies away nice and easy but the box collider that I put on the spear stays behind .

alt text

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 public class spearMovement : MonoBehaviour
 {
     public Rigidbody rb_tail;
     public Rigidbody rb_point;
     public Rigidbody rb_handle;
     public Transform Spear;
     public Transform Handle;
     public float ThrowAngle = 60f;
     public float ThrowForce = 10000f;
     public Slider slider;
     private bool Thrown = false;
     // Start is called before the first frame update
     void Start()
     {
         rb_tail.useGravity = false;
         rb_point.useGravity = false;
 
     }
 
     // FixedUpdate is called once per physicsframe
     void FixedUpdate()
     {
         if (Thrown == false)
         {
             Spear.localEulerAngles = new Vector3(slider.value, 0, 0); //aim the spear by setting the rotation according to a slider
         }
         /* I tried this to set the transform of the spear the same as the handle
         if(Thrown == true)
         {
             Vector3 HandlePosition = Handle.position;
             Quaternion HandleRotation = Handle.rotation;
             Spear.position = HandlePosition;
             Spear.rotation = HandleRotation;
         }
         */
     }
     void Update()
     {
         if (Input.GetKeyDown("b")) 
         {
             Throw(slider.value);
         }
     }
 
     void Throw(float Angle)
     {
         Debug.Log(Angle);
         float rad = Angle * Mathf.Deg2Rad;
         rb_handle.AddForce(0, ThrowForce*Mathf.Cos(rad), ThrowForce*Mathf.Sin(rad)); //apply a force to the handle
         rb_tail.useGravity = true;
         rb_point.useGravity = true;
         Thrown = true;
     }
 }
 


spear.png (366.0 kB)
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Answer by Gimly161 · Feb 22, 2020 at 04:14 PM

o wow, I've been fiddling with this for hours and right after posting I found a solution. I added a fixed joint between the parent (spear) and the child (handle) (I putted the fixed joint component on the parent). That way the parent moves along with the child

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