If I add two sprites, give them Rigidbody2D and Circle Collider 2D components, set their Gravity scale to zero, and then add force to one to smash it into the other, the sprites act as I would suspect. Sprite A smashes into Sprite B and they both move off in generally the same direction a little slower than A was traveling.
Now if one of those is replaced by a animation (automatically made by Unity by dragging several sprites onto the scene at once) the collision is different. If I smash Sprite A into “Animation” B, then B just sits there and A comes basically to a halt. This is also the same if I check Animate Physics on the Animator component.
Additionally if I set the Gravity Scale of a sprite to 1 it falls out of the scene. If I set the Gravity Scale of the “animation” to 1, it just sits there.
I was expecting the “animation” to work just like the sprite in terms of gravity and collisions. Apparently they are different. I’ve been searching the web for an explanation, but I cannot find any. Can somebody help me out by explaining why there is a difference in behavior?