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Is Use Full Kinematics Contact bugged in 5.6.1?
Hey guys,
I came across some weird behavior today (or at least so I think from the documentation).
I have 2 sprites each of which has Rigidbody2D and both of which are set as Kinematic and have the "Use Full Kinematics Contact" ticked ON. Reading through the documentation I found here (not to mention the tooltip suggests it allows collisions between kinematics and statics)
Enable this setting (check the box) if you want the Kinematic Rigidbody 2D to collide with all Rigidbody 2D Body Types.
But that doesn't happen. Setting the objects to kinematic they go through each other and even through static RBs.
I am moving both objects using RB.MovePosition() with a Lerp inside of it.
Does this mean RB2D is broken in 5.6.1f1? Am I doing something wrong? Is the documentation wrong again? Did I misunderstand what is written?