Here's the situation: I'm making a character controller Because of the high level of customization of collision response, I want to handle everything through CalculateDistance and ColliderCasts. If a physics box flies off against my character, I want to detect the collision with CalculateDistance and generate contacts manually. Maybe I'll want my character to act like it has infinite mass relatively to the box Maybe I'll want to imitate a 1:1 mass ratio Maybe I'll want to ignore collisions with that specific box That means my PhysicsShape must be a trigger, so that things don't just automatically collide with it I want this to be as performant as it can possibly be, so I don't want the cost of raising trigger events. I'll already be doing a CalculateDistance every frame to get those, so it would be redundant I cant accomplish these with BodyPairs modification and ContactJacobians modification jobs, because that would mean using dynamic rigidbodies for my characters, and that comes with many caveats. So, I really just want a PhysicsShape that doesn't collide with things, and doesn't raise any events. Is this possible at the moment? also, am I right in assuming that DOTS physics lets us generate contacts as described above?