I’ve tried searching in the documentation an answer to this but didn’t find any, neither confirming nor denying it.
I know in Unity if a Node has a Rigidbody, the rb will take in consideration all colliders in the node’s children, making all of them act as a single, more complex collision shape under a single physics body.
Is the same thing true for cocos creator? Does a Rigidbody2D use the colliders in the node’s children to compose the physics body?
I’m asking this because I have multiple shape prefabs, all with their own set of colliders, but now I need a way to be able to couple some of those together and have them work as a single, bigger, unified shape. If I could add both shapes as children to the same parent and have the parent have a Rigidbody that worked like that, it would make my life much easier.
