How does Rigidbody2D interact with colliders in children?

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.

I think you need the fixedjoint component, connecting the children to the parent node, but each with its own rigid bodies and colliders. If you set the anchor connected to the center of the parent and zero the frequency and damping attributes, they will react as a single body.
I haven’t tested how to recover collisions programmatically; I believe you’ll have to check it individually.