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A sphere with a rigidbody isn't affected by capsule collider if it lands on a plane first.
I have a very simple scene: a sphere with a rigidbody which falls onto a plane and should be pushed around by a player-controlled capsule:
My issue is that the player-controlled capsule does not have any physical effects on the sphere if it lands on the plane first. If the sphere drops onto the capsule it can be pushed around as expected but if the sphere lands on the plane before touching the capsule they just intersect and have no physical interactions:
Wow I've never heard of that before...
Any code setting rigidbodies to kinematic or whatnot? (A shot in a dark here)
Nope. This is the only code in the scene, which is on the capsule:
transform.Translate (new Vector3 (Input.GetAxis ("Vertical") * 2 * Time.deltaTime, 0, -Input.GetAxis ("Horizontal") * 2 * Time.deltaTime), Space.World);
The sphere isn't kinematic, just the default rigidbody settings.
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