I've run across a very specific use case: where I need to use collision detection/intersection data of convex shapes, all with positions changing in a "non-physics" based manner. Is there an easy way to make a "Kinematic" mode for Unity physics, thus making it easy to disable the integrator for this purpose of extracting collision info? Basically I have my own integration and collision response system I'd like to experiment combining Unity Physic's collision system with. Thank you. The advice is extremely helpful.