Closest thing to isKinematic possible

I’m working on a game where I have a lot of rigidbodies that interact with each other. I need them to be active for a few seconds and then to stop reacting with physics until the player character comes near them. I had a script that turned their rigidbody to isKinematic after a certain amount of time passed, and it would have worked perfectly if kinematic rigidbodies reacted to triggers but they don’t. I was going to put a trigger on the character so the rigidbodies knew when they were supposed to become reactant again. I’ve tried a number of other options to replicate this intended behavior to no avail. I’ve tried setting their sleepVelocity and sleepAngularVelocity to infinity, but since they’re all touching each other, they just wake up anyway. I’ve tried calling rigidbody.Sleep() on update but again, waking up upon collision.

I NEED for these items to not calculate physics when I tell them to and to “wake up” and return to physics calculations upon proximity with the player character. Any ideas? The kinematic property would work perfectly fine if I could wake them up when needed. Could I possibly be checking their proximity with the character through its position rather than by using a trigger?

do you need them to be rigidbodies?

kinematics do react to triggers. do you mean collisions?

http://docs.unity3d.com/Documentation/Manual/Physics.html