I have built a custom physics solver for my Kinematic object. When I collide with a regular physX object I do not want unity to calculate how the physX object responds but wait for me to do so because my objects velocity is not recorded in the collifer object unity will be using.
Unfortunately, Unity’s implementation has physx responding to the collision before we receive the onCollisionEnter Event.
I Cannot make the collider a trigger because i need the contact info to resolve the collision for my own object. Is there anyway to get around this?
My object is not 100% kinematic
It is a contrained Rigidbody with frooze position and rotation.