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Question by
Soxbear · Dec 04, 2021 at 07:42 AM ·
rigidbody2dphysics2dcollision2d
Calling a Collision from code OR not simulating drag/gravity
I'm working on a project using rigidbody2ds. For my player I'm using a circle collider and a rigidbody2d, but I don't want to spend extra processing power calculating drag and gravity, which I have set to 0. I know you can do it with Kinematic rigid bodies, but that creates more issues. Kinematic rigidbodies can collide with kinematic and static rigidbodies (if you enable it on the rigidbody), but it doesn't stop the 2 colliders from going through each other. Is there a way that I can disable drag and gravity calculations or force a collision to happen through code?
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