Is a RigidBody required when using CharacterCollider?

I’ve read that any gameobject that doesn’t have a RigidBody within it’s transform hierarchy is considered “static” by Unity and thus changing its position will cause an expensive scenegraph recalculation each time.

Is this the case with a CharacterController or is this one special? I’ve read (and am familiar with other physics libraries outside of PhysX) that the CharacterController might be special in that it is not considered part of the physics system by Unity.

So do I need a Kinematic RigidBody along with my CharacterController or not?

No You don’t have to. But you need one for CharacterController to push other rigidbodies.

“In Unity 5, we’ll use the same data structure to handle the movement of both dynamic and static colliders.” ~ High-performance physics in Unity 5 | Unity Blog