I want to create a 2D weapon ( Axe with polygon collider on it ) ,which can interact with any other objects and not affect or change position of Dynamic RigidBodies , and at the exact point of interaction instantiate hit effect ( Sparks for example ) . The question is : how to create entity wich will interact with : - objects with just colliders on it ( Wall , Ground Vs Weapon) - objects with dynamyc RigidBodies ( Enemies , moveable solid objects Vs Weapon) (and not prevent them from moving , not change their position , basicly pass trough them ) - with themselfs (Weapon vs Weapon) But still it need to retrieve exact position of interaction . And prefereably it should happen only than object enters other object . Its kind of possible in 5.5a but not before . It can be achieved by using Collider2D.cast in FixedUpdate on object with collider2D and kinematic not simulated RigidBody2D and than retrieve position from RaycastHit2D . But it is not exact solution . Basicly i need RigidBody (or better just a collider2D) which receive all collision callbacks but still pass trough dynamic simulated RigidBodies , and updates its ContactPoints . Is that possible to impliment in 5.5a ?