In our 3d game the player collects coins with the OnCollisionEnter but when a lot of coins spawn in they push the player mesh away, which they’re not supposed to. If we make the players rigidbody kinematic or freeze position it starts walking through walls. But I can’t make the coins a trigger as they would go through buildings n shit, any solutions?
In this example I use a feature called Layer Changing to avoid unwanted and mutual collisions when spawning.
So for 0.2 seconds after the throw, the layer changes so that there is no such experience as you described. Additionally, I disable the collider and reset some physics that is described in the second video below.
Made with the Throw Control asset.
You can also lower the mass of the coin’s rigidbody so then it can’t push the player as much.