It seems like collision detection doesn’t work without a non-kinematic rigidbody, is there any way to get around this? Freezing positions on the rigidbody unfortunately doesn’t work, as the forces seem to still be applied, just not shown. causing insane lag. This is 3d unity btw.
uhh i dont know exacting what you are talking about but you could try using OnTriggerEnter/OnTriggerExit or OnCollisionEnter/OnCollisionExit
If kisnematic body is enabled, forces affecting the 3D if isKinematic is enabled, the rigidbody will be under full control of animations or whatever script is working with transform.position. also, if you’re a noob like me, It’s easy to have an error in a script and suddenly see things being shot off into warp speed due to a scripting error.
You could try using Physics Queries (such as Physics.BoxCast); however, this can get kind of confusing. A much better solution would be to use a Character Controller.
I hope this helps!