Is there a way to detect collisions without a rigidbody?

Is there a way to detect collisions without a rigidbody?

This will work without having a rigidbody at all. But you do need to have colliders on the objects that have to collide. There is an option to add ‘isTrigger’ property in any collider and you can listen to TriggerEvent in your script.

Why does the collision detection system ignore collisions?

Whether or not the collisions between the two colliders should be ignored or not. Makes the collision detection system ignore all collisions between collider1 and collider2. This is useful, say, for preventing projectiles from colliding with the object that fires them. Note that IgnoreCollision is not persitent.

How to add children to form a compound collision object?

Make sure all the objects you have are collision bound enabled and then check the “Compound” box, described as “Add children to form a compound collision object”. If you check this option on not only the parent, but all the children as well you get a parent object that dynamically adds the children to the parents collision bounds.

Can a collider start and stop ignoring collisions?

Any collider. Another collider you want to have collider1 to start or stop ignoring collisions with. Whether or not the collisions between the two colliders should be ignored or not. Makes the collision detection system ignore all collisions between collider1 and collider2.

Which is the correct way to move rigidbody?

You move Rigidbody with Rigidbody.MovePosition and rotate it with Rigidbody.MoveRotation if you want it to properly collide with Objects around it. Rigidbody should not be moved by their position, rotation or the Translate variables/function.

Can you have a collider without a rigidbody?

Caution: having Colliders without a Rigidbody is never a good idea unless the object in question is static. If an object without a Rigidbody moves, it’s Collider will not move with it!

How does iskinematic affect the motion of a rigidbody?

If isKinematic is enabled, Forces, collisions or joints will not affect the rigidbody anymore. The rigidbody will be under full control of animation or script control by changing transform.position. Kinematic bodies also affect the motion of other rigidbodies through collisions or joints.