I have a physics conundrum that's been stumping me for a while now. I am building a game called SineRider which involves physically colliding with a graph. The function the graph is drawn from can include time variables, which means it can move. The problem is that when the graph is moving, it doesn't impart velocity on the sled. If a graph moves rapidly upward and then stops, you would expect the sled to be launched into the air. Instead the sled just sort of gets pushed out of the way, then stops with the graph. Here is an example of this behavior (press play when the game loads). The reason for this is that the graph is not a moving rigidbody, but rather a static collider with a mesh that gets redrawn every frame. So even though the graph moves, it does not technically have velocity. Thus when the graph moves the sled, the velocity of the sled does not change. I have been racking my brain for a way to fix this but have come up with nothing. If anyone has even a hackish workaround, I would be very grateful.