Thanks for the great replies, rubber nuke that was a brilliant post all about parenting. Really cleared things up for me. I am getting precision errors when my player goes far from the centre point, making the meshes wobble and act quite weird. I am trying to parent everything in the environment (including the player) to one item so that I can “reset” the players position without them noticing. Just to help with the precision errors(at least that’s what I think is causing the wobbles).
I was getting confused when I was trying to implement it within the game level, so I made a very basic example of where I am stuck, which is why it’s only a cube in the blend I attached.
I think I can do this by parenting everything to one item in the outliner (not in the bge) but was just seeing if it could be done without having to do that. I did not know that you loose the physics when you use setParent(), but I suppose that makes sense and would be used most. oh, just tried it there, you can’t have the rigid body parented to something them move it with forces etc…
@Monster yea that was a bit shortsighted of me. I didn’t think the parent would work like that. I thought you could have an empty, parent a rigid body to it, then have the rigid boy move independently of its parent.
I was getting really confused with the ghost / compound settings, but I think I understand now. Going to have another stab at this tonight with all this new information. Does anyone know of a different way of keeping the player quite near [0,0,0] including the environment? I thought this would be quite a simple task, as it was easy to implement in the Unity engine. With that you can have dynamic objects that do NOT take on its parents physics propeties.
I will have a look into Flexicomp Marco but I have a feeling it’s not what I’m looking for. Useful tool to have though. I should have stated what I was trying to accomplish in my first post, sorry about that, but there is a load of really useful info about parenting here now, so silver lining.