working with rigidbodies in reverse order.

I have a 3d motion tracking device that supplies absolute coordinates for position and rotation at 60 frames per second. I’ve coded objects to follow the device on screen, and attached rigidbodies to those objects, but since I am manually setting position and rotation per frame on the motion tracked objects rather that using rigidbody forces, the velocity and angular velocity are always 0, which means collisions with other bodies don’t behave properly. Is there any way around this? Or will I have to write my own collision engine?

Why do you have to use rigidbodies?

I want my motion tracked entities to collide properly with other objects in the physics engine.