Child objects and collision bounds

Hi all

This was a problem I thought was fixed, but its come back and is annoying me. I have a game which uses a lot of child objects, but I cannot get the child object to add its collision bounds to the parent, by using either logic blocks (see example 1) or setParent (see example 2).

What am I doing wrong?

The set up is a cube (the parent) and a child (the ball). By pressing space the parent and child move forwards. There is another cube that acts as an obstacle (to check if the compound collision bounds are working). But in both cases the child acts like a ghost and I have no idea what’s causing it.

Cheers

Paul

Attachments

ParentPython.blend (371 KB)ParentLogic.blend (369 KB)

The child has compound set. If you disable that it works as expected.

Hint: To let the objects levitate switch the upward force to global. Then you can even use rigid body :smiley:

Thanks Monster! I’m a little confused though, what does the physics tab compound setting do in comparison to the Python/ logic settings? It seems having both active breaks something.

The other problem I have is that parent/ child relationships break down when there is a chain of children, e.g.

PARENT > CHILD1 > CHILD2 (of CHILD1, i.e. a deep child).

Is there a limit to the amount and relationship of child objects?