In my game I have enemies that ragdoll when they die.
I would like to be able to have it so that the player can walk through them and move them around, but not get affected by the collision themselves so that they don’t step up on it or get pushed by it. Dark Souls is an example of a game that does this.
They are on separate layers, if I get the player’s rigidbody or collider to exclude the NPC layer, it passes right through it, which is desirable for the player, but not for the ragdoll.
You’ll need to make your player’s rigidbody kinematic and switch to using a kinematic character controller. Doing this means you’ll have more control over how the player responds to collisions.
A simpler method would be to continue using a regular dynamic rigidbody but only have a collider on the character’s upper body and have the character hover above the ground. This will allow your character to gently glide over small obstacles on the ground.
Personally I’d go with the 2nd method because I feel it looks silly to have objects pass through other objects.