I’ve been working on this problem for a while with little luck. I have a game in which the player controls a spinning box. Its movement controls are entirely handled by C# script to keep them unaffected by physics, and there is supposed to be no gravity in the environment since it’s set in a flying dream. I don’t want to add anything to my objects that will cause them to be affected by any physics except collisions. My test obstacle is a huge rock (a sphere), which I want to remain stationary no matter how much the player pushes against it.
From the combinations I’ve tried, usually the box goes through the rock. Adding a character controller to the player didn’t work. Adding an identically-sized non-kinematic rigidbody as a child to the player (to avoid physics problems) did nothing. Having the rigidbody on the rock allows me to push it around, which I don’t want, and setting constraints on any axis allows the box to intersect it.
My closest success is having a collider on the rock, and a collider and rigidbody on the player box, but while that makes the rock stationary like I want, when I push the box against the rock, the box jitters, and generally floats around strangely. Checking kinematic causes it to pass through the rock. Doing that, then adding a non-kinematic rigidbody to the rock stops the intersection, but allows it to be pushed around by the box.
Does anyone have any ideas about this?