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Question by kaiyum · Feb 18, 2015 at 01:43 PM · physicsrigidbodyiskinematic

Iskinematic: how does it work?

Hi, I knew the functions of IsKinematic option of rigidbody component as follows in the past, until one of my co-workers said something different.

"If I want a gameobject(which has a rigidbody attached to it) to move-rotate according to physics engine used by unity, then I untick this option. Meaning IsKinematic will be FALSE. If however I want this gameobject to move/rotate according to scripts, then I must tick this option. Thus IsKinematic will be TRUE."

Whats you view on this?

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Answer by tanoshimi · Feb 18, 2015 at 02:04 PM

Your colleague is correct.

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avatar image kaiyum · Feb 18, 2015 at 02:08 PM 0
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"If I want a gameobject(which has a rigidbody attached to it) to move-rotate according to physics engine used by unity, then I untick this option. $$anonymous$$eaning Is$$anonymous$$inematic will be FALS$$anonymous$$ If however I want this gameobject to move/rotate according to scripts, then I must tick this option. Thus Is$$anonymous$$inematic will be TRU$$anonymous$$"

This is my view, I did not say my colleague's view. He said something different. Such as:

"If two collider interact, then to make one fixed on its position, we set fixed collider's rigidbody as iskinematic=true."

avatar image fafase · Feb 18, 2015 at 02:17 PM 1
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Then you are right.

For once, the doc clearly explains this variable.

http://docs.unity3d.com/ScriptReference/Rigidbody-is$$anonymous$$inematic.html

But your colleague is also right in what he says. if you set a rigidbody to is$$anonymous$$inematic then physics will not affect that object transform.

avatar image kaiyum · Feb 18, 2015 at 02:32 PM 0
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Physics will not affect, but I can certainly move the object with script, can't I?

avatar image tanoshimi · Feb 18, 2015 at 02:34 PM 0
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Yes.......

avatar image kaiyum · Feb 18, 2015 at 05:06 PM 0
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thanks for the input guys.

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