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What's the point of using Kinematic Rigidbodies anymore?

Discussion in 'Physics' started by iTzTiger_, Jan 3, 2016.

  1. iTzTiger_

    iTzTiger_

    Joined:
    Jul 17, 2015
    Posts:
    2
    Ever since Unity 5, static colliders no longer cause a compute penalty when moved... the main reason why kinematic rigidbodies were used. If you need to move something around with transform, it was next to imperative that a rigidbody of some kind was attached. Now that Unity 5 doesn't recalculate the scene every time a static collider object is moved, what's the real point of using kinematic rigidbodies?

    Thanks,
    Elias

    P.S. first post on the forum! yay! :)
     
  2. MatthewW

    MatthewW

    Joined:
    Nov 30, 2006
    Posts:
    1,356
    It's still a useful toggle. Track velocity on a kinematic body, then set kinematic to false + set velocities and let it go "loose" again...
     
  3. iTzTiger_

    iTzTiger_

    Joined:
    Jul 17, 2015
    Posts:
    2
    I don't see how its any different than disabling the rigidbody itself... maybe more compute efficient?
     
  4. enhawk

    enhawk

    Joined:
    Aug 22, 2013
    Posts:
    832
    1. Kinematic Rigidbodies can be used to track Trigger collisions on child objects... actually this is the only way...

    2. Kinematic is a handy way of stopping something dead in it's tracks, then removing all the forces / velocity and deactivating the Kinematic setting.

    3. anti gravity, frozen time, ghosts... the list of practical uses is quite endless.
     
    eses likes this.
  5. MelvMay

    MelvMay

    Unity Technologies

    Joined:
    May 24, 2013
    Posts:
    10,563
    Note that this applies to 3D physics (PhysX) and NOT 2D physics (Box2D).