- Home /
Rigidbody with Physics or Kinematic Rigidbody
Hi, I am working on a space flight game. For the aircraft, I am confused whether to use a Rigidbody with Physics or a Kinematic Rigidbody with a trigger collider.
Rigidbody with Physics
Pros
Collision Events are readily available
Cons
Marginally difficult to create the controller script
Working with torque & forces, it is difficult to create the Barrel Roll, Cobra Maneuver kind of effects.
Difficult to achieve LookAt functionality.
Kinematic Rigidbody with trigger collider
Pros
Very easy to create a controller.
Very easy to manipulate using the transform
Cons
Cannot detect collisions, can only respond to Trigger events.
If I use Rigidbody & Physics, it would be difficult to achieve the 'spaceship' feel. If I use Kinematic Rigidbody with the collider marked as trigger, collision detection becomes difficult.
What would be the ideal approach? Any practical advice would be valuable.
Answer by JaneHafelman · Sep 03, 2014 at 02:17 PM
After years of development I can say that better to use Physics based things like Rigidbody with Physics and simulate all forces instead of manipulating transform. PhysX is a complete system. If you will need some additional things like cloth or wind in the game you can easily add it via forces. But if you have direct transform you will get a lot of problems like going through wall.