how do i stop rigidbody from reacting to a collision

I’m making space game right now i’m having trouble with projectile hitting the spaceships causing to flail around. i have tried messing around with mass, but that so far has only push the math side of things into a area that hurts my brain.

2 Answers

2

check “isTrigger” under the collision component.

would puting position or rotation constraints to the rigidbody be an option? how about kinematic?

your mostly going to be shooting at other ships which range from fighters which should get tossed around to capitals which for the most part should end up with a big hole in if not a explosion. it also won't work because i use rigidbody force and torque to move the ship the player controls

but that also mean that i have find a new way of move... everything. as add force and torque doesn't work with kinematic or any of the freeze ticked

i have and i can't move the object at all without messing with the transform which what i do for the AI i'm shooting. as for destroying that does work either, if you want i upload video for you.