If you were part of any of the building communities (ACF, NavalPlay, Flood, Airwars) then you probably know already what I’m talking about.
Using the parenting tool would result to the prop losing all of its physics, this was inevitable due to the unusual convex shapes that would result if we tried merging the hitboxes, which even some of the best physics simulators have a hard time with.
All we could do is weld and nocollide, which on a larger scale leads to server lag.
These limitations forced us to be creative, like Airwars not actually having any actual physics but instead simulating everything granting us an infinite battlefield as well. Another invention being one of my own: OptiWeld, which would automatically find the closest props to weld and no collide reducing greatly the amount of constraints if it were to be done by hand.
Other workarounds are making a giant invisible prop in the middle that everything connects to, which was the best option for performance but wasn’t realistic as cutting a ship in half would lead to both pieces still attached.
What I wanted to know is if it was possible keeping physics with parenting, they could be a part of a single entity that ignores collision with nearby collision boxes like ragdolls do while avoiding the problem of creating one giant messy hitbox.