how to stop colliders in a collision while using kinematic ways instead of physical ways?

Hello everyone! Here I have 3 items, a CharacterController, a Box and a Wall. I let the Controller to hit the Box making it move away using kinematic ways (e.g. directly editing its Transform.position).


But now I have a problem that if the Box hits the Wall after its being hit by the Controller and moving away, it will stay for a while and then rebound away because it can’t pass through the Wall.


I know it’s natural to stop the Box if I use physical ways in the Box’s moving instead of using kinematic ways. So my quesion is how to stop the Box in the collision while using kinematic ways instead of physical ways?

this is how I’d do it and as soon as object with tag: “you wanna strict to this tag” and will come in by force will stop.

kinematic never listens to forces

if it’s anything else that’s dragging you need to catch it inside with get component and disable that script and let me know if you need that too

using UnityEngine;
using System.Collections;

public class NewBehaviourScript : MonoBehaviour {
	void OnTriggerEnter (Collider Other){
        Debug.Log("We're in");
		if (Other.tag == "you wanna strict to this tag"){
			Other.rigidbody.isKinematic = true;
		}
	}
}

and OFC this has to be on a wall