Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

Kinematic Rigidbody Trigger Collider

Discussion in 'Entity Component System' started by Srokaaa, Apr 18, 2019.

  1. Srokaaa

    Srokaaa

    Joined:
    Sep 18, 2018
    Posts:
    169
    I tested new Physics package briefly and I have some questions about Kinematic bodies. Based on this table:
    https://docs.unity3d.com/Manual/CollidersOverview.html
    I should get Trigger events resulting form overlap of those pairs of objects:
    "Kinematic Rigidbody Trigger Collider" <-> "Kinematic Rigidbody Trigger Collider"
    "Kinematic Rigidbody Trigger Collider" <-> "Kinematic Rigidbody Collider"
    Yet, I am not able to get any trigger events form any such setup. Once I make any of the bodies a Dynamic one it raises Trigger events. Is this a bug or will new Physics differ from PhysX in this regard?

    Also I wanted to ask about performance of Kinematic rigidbodes. In my game I will have a lot of constantly moving kinematic rigidbodies that will interact with plenty of regular dynamic rigidbodies. Will this affect a performance in any significant way? Would I be better off making those kinematic bedies a dynamic ones with a very large mass so that they are not affected much by collisions?