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I see what you mean. I implemented parts of structures (walls, floors, etc.) and interior objects as separate components that could be composed interchangeably.
When it came time to position different compositions I tried putting them inside groups to only manage one world position per building. Problem was the groups' position didn't affect the children's colliders, only their meshes.
I get the compound body approach but it doesn't seem ideal for composing components that have their own colliders.
Sometimes you want to do this:
But then you learn that the physics world has no consideration of the scene hierarchy.
And you might even try to do this:
But in the end you learn that this is a harder problem to solve indeed...
So you create a repro of the issue:
https://codesandbox.io/s/use-cannon-not-respecting-parent-rchms?file=/src/App.tsx
And you go back to manually managing world positions:
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