Disabling Physx collision response and controlling collision Response with code.

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.

Basically I want object1 to ignore object2 but object2 does not ignore object1.

Sinister,

I’ve never tried this, and I can’t think of an easy work around.

Maybe you could do it with raycasts or spherecasts?

Or maybe you could put a slightly larger, enclosing, empty game object with a rigidbody around your kinematic object? Make the encloser basically inert, almost no mass, then pass the collision information to your kinematic calculator.