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Question by ThePhich · Oct 31, 2021 at 01:44 PM · collisionobjectsthroughpassing

Object moving through others

As seen in the image, I've got a player placeholder with a small box collider and a non-kinematic rigidbody passing through an enviroment of blocks with a default box collider.
Movement is performed with rigidbody.MovePosition(...) inside FixedUpdate(), so the physics engine should work (especially because adding rigidbodies to the blocks results in them being pushed by the player as one would expect, proving that collisions do work). Reducing the player's movement speed or changing its collision detection type doesn't seem to change the result.
What could be the cause and solution for this problem ?

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