"If you intend to move the collider around a lot it is recommended to also attach a kinematic rigidbody to it."
My question is what kind of movement is this referring to? Would this apply to just rotating and/or panning the collider object? What about just rotating or panning the camera that looks at the object?
And why would attaching a kinematic rigidbody to it help?
Kinematic Rigidbodies are not affected by forces, gravity or collisions. They are driven explicitly by setting the position and rotation of the transform or animating them, yet they can interact with other non-Kinematic Rigidbodies.
Kinematic Rigidbodies are used for three purposes:
Sometimes you want an object to be under physics control but in another situation to be controlled explicitly from a script or animation. For example you could make an animated character whose bones have Rigidbodies attached that are connected with joints for use as a Ragdoll. Most of the time the character is under animation control, thus you make the Rigidbody Kinematic. But when he gets hit you want him to turn into a Ragdoll and be affected by physics. To accomplish this, you simply disable the isKinematic property.
Kinematic Rigidbodies play better with other Rigidbodies. For example if you have an animated platform and you want to place some Rigidbody boxes on top, you should make the platform a Kinematic Rigidbody instead of just a Collider without a Rigidbody.
You might want to have a Kinematic Rigidbody that is animated and have a real Rigidbody follow it using one of the available Joints.