Rigid body with root motion

Hi community! I have a rather complex question I can’t seem to find the answer too.

In short, Is there is a way to make a rigidbody component synchronize root motion? I need the object to respond to collisions and triggers but I don’t need any of the other features that come with using physics such as velocity, gravity, etc.

I have tried attaching a rigid body and capsule collider to the parent and just running rootmotion with gravity off and different combination of constraints like freeze pos/rotation. This works somewhat but it causes jitter in the controller that is completely negating the point of using root motion for its smoothness.

I have also successfully made a system that adds a rigid body and removes it whenever root motion is attempting to push me through a wall. The only real issue now is that I want my controller to respond to triggers but it won’t do that without a rigid body controller. I don’t want to add a rigid body and remove it for every trigger zone I walk towards either because it causes a notable stutter.

Any suggestions on how to possibly get around this issue?

Starting to get a little further with this myself. I’ve found that using a character controller is providing closer to perfect results im looking for. It allows me to maintain collision stability while using root motion for my main motor. It doesnt seem to work with triggers though. However, I’m thinking I could just use raycasts to manage trigger interactions