You never need a rigidbody for a collision. All a rigidbody does is allow gravity and other physics based movement to occur. If you simply attach a collider, and check for a collision with the enemy you can do all sorts of things without ever touching a rigidbody. Of course, without a rigidbody you need to find other ways to make the bullet move, such as transform.Translate for instance.
The code I had there didn’t seem to work without a rigidbody added to the objects in my scene… I was already moving the bullets with a normal translate
Is the code I’m using only really valid when using rigidbodies or is it something else I’m doing wrong?
Here’s a snippet from the manual page on MonoBehaviour.OnCollisionEnter
There’s similar language in the documentation for triggers. And there’s a matrix somewhere in the collider doc that shows what events can happen with various collider/rigidbody combinations.[/quote]
You could of course also use a raycast collision detection system, which would probably be the best idea of you have super fast bullets and a super slow iPhone friendly physics rate.