Making an object collide with an object without altering its physics? (moving platform)

Hey guys, I’m having trouble putting a player on an object without messing up its physics. In my particular case, the object the player is getting on is a ship. I have it so while on board the player is set as a child object of the ship so the player follows it.

The problem is once ON the ship if the player jumps into a wall or something on the side while the ship is moving, the ship goes into a tailspin. I want player collisions to be completely irrelevant to the ship’s physics, but if I ignore the collisions in the physics matrix the player simply falls through the ship. I don’t want that either.

So basically, I want the ship’s colliders to still impact the player, but I don’t want the player’s colliders to affect the ship. Any ideas?

You need to accurately reflect mass in your rigidbodies.

Think of mass in units - say kilos - but keep them relative.

Your player rigidbody should have a mass of say 60. Your boat should have a mass of say 5000. A 60kg person then won’t make a 5 tonne ship tailspin :slight_smile: