Kinematic rigidbodies don’t react to collisions. In order to ensure other non-kinematic bodies to react properly to collisions with the kinematic body you must move the latest with Rigidbody.MovePosition and Rigidbody.MoveRotation from FixedUpdate. Any other method of moving/rotating the kinematic body won’t cause the expected results.
If you still have issues after the above is verified, then it may be a bug. I’d recommend you to submit a bug report with a simple repro case.
It was because I was setting an item’s RigidBody.isKinematic to true, so that it could be moved by an animation
rigidbody.isKinematic = true;
however the items collision detector was set to “ContinuousDynamic”, which was not right.
To address this, I needed to set the Collision detector to “ContinuousSpeculative” before setting isKinematic to true…