Box Collider 2d with Rigid Body 2d, strange behavior.
In my game, a sprite launches a projectile. The projectile has only a Box Collider 2D, not a Rigid body 2D, because I want it to simply fly according to the code and not be affected by gravity.
Let's say there is another object, object2, with a Rigid Body 2D (mass of 1000, gravity=1), and a Box Collider 2d.
When the projectile hits object2, it pushes that object a long ways. I can't fine tune it at all. Setting Linear Drag or Mass to very high values makes no difference. Checking "Freeze Position" X and Y causes object2d to bounce in the air but then eventually resettle back to its position.
Basically the projectile seems to have a default mass even though it has no Rigidbody and that default seems to be very high and I can't control it.
Just out of curiosity, if you don’t want the object to be affected by gravity why not just use a rigidbody with use gravity set to false?? That might solve your issue