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Question by XenosTiger · Dec 19, 2018 at 12:14 AM · unity 2drigidbody2dcollision detectioncollider2d

Why do GameObjects need Rigidbodies to collide?

When I first started on my project I wasn't sure how my AI was going to move so I added Rigidbody2Ds to them in the likely case that I would need them for their movement. As it turned out, I didn't need to reference their Rigidbodies so they were unneeded, but I didn't get around to removing them until now, when I realized they were detrimental to something else I'm trying to implement. Upon removing them, some of the AI's vital collisions stopped working. The AI will still collide with my player and his sword, with both have Rigidbody2Ds, but won't collide with my base (an object which is supposed to be static) without giving it a dynamic Rigidbody2D. Worst case scenario, I can give it a Rigidbody2D and make it ignore my player/sword, but I don't see why I should have to do that. Even if there's no fix, an explanation would be helpful. Thanks in advance.

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avatar image vJoeyz · Dec 19, 2018 at 09:30 AM 0
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Does your base have a collider? Rigidbodies should be able to collide with everything that has a proper collider which isn't set to be a trigger.

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