I know this seems like a super noob question, but I am absolutely stumped. I have a character I downloaded off the asset store, I have not changed any of the Physics options, but for some reason it’s not colliding with anything.
I have a rigidbody, not set to kinematic, I tried a mesh collider but since that wasn’t working, I added a box collider just for testing, it’s not detecting collisions, with the ground, it just passes right through anything, I even tried putting a default cube directly underneath it.
I have no idea what’s going on. The collider isn’t set to trigger or anything. I made the collider huge just to make sure it was colliding, but no luck. I even tried printing every time “OnTriggerEnter()” is called, but even after passing through 3 objects it wasn’t called once.
Here’s a screenshot, if anyone can figure out what I’m doing wrong, maybe I’m just being dumb lol
If you are moving the character by driving transform.position directly, you can miss physics events. This is because doing so is a “teleport” to the physics system, bypassing it completely.
If something has a Rigidbody, when you move it you must call the .MovePosition() and .MoveRotation methods on the Rigidbody, or else you are bypassing the physics system.
Well, I was using transform.position += but, even after disabling that, it still falls right through the ground. Even after disabling my movement script.
Edit: I just made this project, but is it broken?! I added a plane and a cube with nothing attached but colliders and a rigidbody on the cube, the cube fell through the plane. Wtf? lol
Okay, well I found the issue. I imported the Unity 3D Kit and that had apparently broken everything. lol, I’m not using it anyway, so I just made a new project without it.
To everything there is a reason. Did you look at the physics interaction matrix in the Physics setup? I actually have a copy of that project and looked… note how the default layer is set to not interact with itself. In fact, almost nothing collides with default according to this:

To fix, just set the layers on what you’re testing to something that IS colliding, preferably following the patterns they set out.
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I did have a look at that, but I was being stupid and thought this was layers that were being ignored 
Thanks though, I’ll fix it. I wonder why they had it set up like this…