OnTriggerEnter without RigidBody

I am trying to move an object through a trigger, and I can absolutely not use a rigidBody. According to Unity - Scripting API: MonoBehaviour.OnTriggerEnter(Collider) I dont necessarily need a rigidbody it says “rigidbody (or the collider if there is no rigidbody)” but it’s not working for me. Does it not work for a Sphere Collider, does that not count?

Add a rigidbody to the trigger and check its Is Kinematic checkbox: kinematic rigidbodies don’t react to collisions nor suffer gravity effects, but enable the trigger to detect any collider.

The shape of the collider doesn’t matter. What exactly is your issue? Will the object not pass through? If so, then you probably need to check on the “Is Trigger” box on the object that is the trigger in the inspector.

Hi, I have similar issue. Kinematic Rigidbodies are slow in Unity 2017/2018. The bug entry is this one: https://issuetracker.unity3d.com/is...ger-time-on-2017-dot-2-0a4-and-later-versions. Rigidbody with kinematic on setting was very fast in Unity 5, but this has changed in 2017 version. I guess if you get OnTriggerEnter, then you can attach the Rigidbody to the GameObject (to simulate the physic if necessary), if needed. Not sure what the best solution is right now.
You can wait for the fix and ignore the performance issue, or change back to Unity 5.6.6f2.