Hi, I have been trying for a long time to solve this using built-in unity physics (collisions) capabilities and have always failed. So, I would like to know if anyone could help this time. I have two compound objects made of blocks (blocks belonging to same compound object do not overlap). As an example of the type of compound object I use you can check this picture: https://neil.fraser.name/news/2007/sphere3.jpg. In my case I have two spheres created this way and are much more simple. They are created from 1x1 blocks. I want to be able to move one of the compound objects (spheres) and it collides with the other push the moving one upwards until them doesn't collide. If I had to do this manually I could move the moving sphere 1 block up in a while loop until no collision was reported. The thing is that I would like to use unit physcis because they will be much faster than any code I could write and for a lot of blocks it makes a difference. The only way to accomplish this using unity built-in physics is to listen to the OntriggerEnter/OnTriggerStay events in the parent of the compound object hierarchy (the one with the rigid body) and push up the object every frame a bit until I find that all the OntriggerEnter Colliders match OntriggerExit but for this I should have to wait x frames until the moving object stops intersecting the other. I don't want this I want to do it in the same frame. Could anybody bring some light on this subject? I would really like someone to help here becasue I think I have tried all I could and I am a bit lost. Cheers.