Drag rigidbody collision issues

Hi,

I’m dragging my gameObject and if I put isKinematic to true, it will go through the other gameObject (with and without rigidbodies attached).

If I put isKinematic to false, my gameObject no longer goes through other rigidbody gameObject but when there’s a collision there’s major jitering going on. As for non rigidbody gameObject, it continues to go through them.

The only time I don’t get jitter is when my gameobject hit’s another one from the bottom (meaning the top of the other gameobject)

Is there a way to drag a gameObject and make sure that on collision, with or without rigidbody attached to the other gameObjects, it just follows my finger while taking into account the area where he can and can’t go?

example :

1- I’m dragging towards the left
2- it hits another gameObejct
3- I want to continue on the left but I have to go around it by moving up and the left when clear
4- while I adjust my drag (on mobile) to move up and then left, the gameobject would smoothly move out of collision range.
and if I’m too “blind” to see what’s going on, it would just stay there until I move my finger in a different direction.<

thanks,

Is kinematic is for rigidbodies that don t move. You can put your serrounding object to that by the sound of it. As for the jittering, don t know what you r using for code, but if you r telling your obj to follow your finger and that makes it have to cross an other object, it will keep bumping into it until it flips over or some wierd jitter reaction that makes it pass the object.
If you want it to stop following your finger when coming across an obstacle in its path, i suggest casting a short ray on all four side that when hitting something, stops following your finger in the direction off the hit detection. That or use sphere overlap or do it in your collision detection. Get the hit point position and disable movement towards that point, so many ways to go about this…

thanks for the help, I will try it out.