If i understand unity’s physics right, you can have kinematic rigidbodies which won’t be affected by forces and also not detect collisions, non-kinematic rigidbodies which do both, and static colliders without a rigidbody that aren’t expected to move. So I want my player character to not be affected by forces, because 1. for some reason, the camera (which is a child of the player gameobject) starts rotating wildly when the rigidbody is non-kinematic 2. I don’t want my player to bounce off other objects 3. If I make it kinematic, I have to add rigidbodies to all of the scenes objects which would move when the player collides with them which is certainly not what i want (the constraints don’t help, the player doesn’t collide with the object anymore when all the constraints are enabled). Also I don’t like to use the built-in character controller, as there doesn’t seem to be a way to change the capsule Collider to anything else, however i need a compound collider on my player. So is there any way to do it?
PS: This is my first question here, so pls don’t kill me
I'm not sure I understand exactly what you are looking for. Does this help? "A trigger doesn't register a collision with an incoming Rigidbody. Instead, it sends OnTriggerEnter, OnTriggerExit and OnTriggerStay message when a rigidbody enters or exits the trigger volume." https://docs.unity3d.com/ScriptReference/Collider-isTrigger.html
– GlurthSorry if my question was confusing, but trigger colliders are not my issue. I want an object to still collide with others while not being affected by any forces. Thanks nevertheless for trying to help
– zgoncDevelopment