How do I create a rigidbody that is not affected by physics during a collision.

This may seem like a very trivial problem and I do not know what I am missing.

I have a rigidbody object #1 moving around my scene at a constant velocity that is controlled by script using
rigidbody.velocity = new Vector3 (xVelocity, 0.0f, zVelocity);

I have a user controlled rigidbody object #2 that only is to move in the x and z directions by user keyboard commands. (Only the x direction is shown below)

public class PaddleController : MonoBehaviour
{
public float speed;
private float moveHorizontal;
void FixedUpdate()
{
//Get the horizontal user input, turn into a Vector3 and apply the force

moveHorizontal = Input.GetAxis (“Horizontal”);
Vector3 movement = new Vector3 (moveHorizontal, 0.0f, 0.0f);
rigidbody.AddForce (movement * speed);
}
}

When rigidbody #1 collides with rigidbody #2, I do not want any Physics to affect rigidbody #2.
What happens is that rigidbody #2 moves in the z direction upon collision. How do I stop this?

I have tried all kinds of things unsuccessfully.
Cannot use the Z rigidbody constraint as I need the user to move the object #2 in the z-direction.
Tried Mathf.Clamp - could not get it to work
Tried a CharacterController instead of the rigidbody - could not get it to work.

Please help

Okay, I’m an real newbie!!
I used IsKinematic on rigidbody#2, DUH!
I then had to change my code to move rigidbody#2 from using rigidbody code to using transform code.