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?
you dont want it to move?(rock)
– cowasockytommythis is very confusing. could you post a screen shot of your setup ?
– FattieHere is a picture: ![1]
– CloverKitsune> you dont want it to move?(rock) Exactly.
– CloverKitsune