Hello Unity Community! I'am currently experimenting with NavMeshAgents and vehicles with RigidBody (cars). I wanted to share some ideas how to implement NavMeshAgents with physics system in order to be able to hit a NavMeshAgent with a player vehicle with Rigidboy. But since things didn't work that good, I am seeking for some advices. Attention, wall of text!! My goal is to have the following: A driving "NavMeshAgent vehicle" which follows certain paths and can be rammed by the player vehicle i.e. if the player vehicle hits the "NavMeshAgent vehicle" it physically interacts "correctly" in terms of impulse, weight etc. What is the problem?: If I setup an NavMeshAgent, it requires to be "isKinematic = true" and it has to have a RigidBody. Since "isKinematic" is set to true, no physics can be applied anymore or in other words the player vehicle can't ram the "NavMeshAgent vehicle". To overcome this problem I thought about some approaches. I tested them, but I was not very satisfied with the results. Here are two of my approaches: 1) I made an "extended" trigger area around the AI vehicle with a capsule collider and an OnEnterTrigger function which detects an incoming nearby player (about 10~15m away from the center point of the AI vehicle) so the "NavMeshAgent vehicle" can set "isKinematic" = false in order to allow the "NavMeshAgent vehicle" for a short time to be hit by the player. An then afterwards if the player leaves the trigger area I set "isKinematic" = true again to continue whatever it has to do. However: This does not work very well with large approaching speeds (~130km/h) of the player vehicle. Since the physics systems updates about 30(?) times a second, it only sometimes work due to depending on when the physics updates. ( I am very well aware of this problem). It also makes the AI vehicle stopping for that period of time when the player is inside the trigger area since "isKinematic" is set to false, it can no longer drive/move by the AI system. 2.) The overcome the physics update problem, I implemented a "collision approaching system". Instead of making an extended collider around the vehicle, I just simply callculate the distance between player and AI vehicle and check the direction vector of the player. If the player direction vector points towards the AI vehicle and the distance between them is short enough (distance was depending on speed of player vehicle, the faster the player, the larger the distance) I again set "isKinematic" = false and then the player can hit the AI vehicle. The second implementation turned out to be better in terms of detection, since it does now not rely anymore on physic update system. But I encountered another problem: When do I set "isKinematic" = true (Edit: I wrote "false" here, but it should be "true") One way I tested was "after a certain amount of time" but this turned out be very bad...in some cases the AI vehicle slapped the player vehicle below the terrain Other things I tried was by checking if all or at least 2 (or 3) out of 4 wheel colliders are touching the ground...but this caused similar issues. My approach in 2) solves the problem partially, but I still don't know how to complete this task. I think it is not very elegant in this way and it makes the AI vehicle weird. If you guys have some special tips or could give me some advices of helpfull hints or some links to similar issues I'd be very thankfull! regards!