I have a number of objects with rigidbodies on my scene. Some of them are kinematic to make them stable. However, if a kinematic object is hit by a special type of object, it needs to react as if it was not kinematic, i.e., it needs to become non-kinematic, and react to the same collision that makes it non-kinematic.
the object becomes non-kinematic, but fails to react to that collision. My guess is that the collision has already begun, changing “isKinematic” in “OnCollisionEnter” is too late.
Which means, I somehow need to know the collision right before it really happens.
I think You can make another Collider that will be trigger and set it to be bigger than actual collider (the bigger velocities, the bigger offet You will need to use) and then in OnTriggerEnter set rigidbody to non-kinematic. This should work.