trigger that doesn't ignore physics

I am trying to create a pachinko game in unity using Rage spline. When the player presses space they spawn a ball which i wanted to be kicked or launched up the side of the circular game board before it falls on pins. the ball is a mesh collider and i want it to collide with another mesh collider and call up onTriggerEnter() function. I understand that when i check the is Trigger checkbox within rigidbody it ignores physics entirely which is what i don’t want.

this is what i was trying todo (which obviously doesn’t work):

**`//called when collides with trigger
void OnTriggerEnter(Collider otherObject) {

if(otherObject.gameObject.tag == “ball”){
//kick the ball or translate ball -X
otherObject.rigidbody.AddForce(Vector3.left * 10);
print(“the ball has been kicked”);`**

i need to get collision detection on physics in trigger format but am stumped as unity ignores physics when is Trigger is checked…

OK, so i found a function that may suit my needs but its called correctly but still doesn’t kick the ball

put this in a script thats attatched to my ball (meshcollider,rigidbody)

void OnCollisionEnter(Collision otherObject) {

	if(otherObject.gameObject.tag == "ballkicker"){
	 print("ball has been kicked");	
	 gameObject.rigidbody.AddForce(Vector3.left * 100); 
	}
}