- Home /
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?
Answer by tanoshimi · Feb 18, 2015 at 02:04 PM
Your colleague is correct.
"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."
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.
Physics will not affect, but I can certainly move the object with script, can't I?
Your answer
Follow this Question
Related Questions
Why do I get OnTriggerExit upon collision when a rigidbody is kinematic? (example) 3 Answers
Script not working after changing isKinematic 1 Answer
How can I make my coins move without knocking my player around? 2 Answers
How to re-center a Rigidbody isKinematic object after adding force to it? 2 Answers
Activate physics when animation ends 0 Answers