Adding StaticBody3D node as a child of MeshInstance3D?

Godot Version



I wanted to know if adding a staticBody3D node to a meshinstance3d is wrong. Or what are the consequences of doing that.
All tutorials always add the mesh Instance as a child node of static body 3d.
Or is there really no difference?

For static bodies, specifically, there is no difference, because they’re not supposed to move.
But as a general rule, it makes more sense for the static body to be the parent because that makes the visual representation move when the physics objects move, instead of the other way around.
This is more important when using rigid bodies.

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Okay ,Got it . Thanks!