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Question by cuongkimh4 · Jan 18, 2013 at 05:34 AM · collisionrigid

how to check collsion without rigibody?

my scripts uses void OnCollisionStay(Collision other) and i don't want to use rigidbody. Because if i want to use OnCollisionStay, i need add rigidbody to my gameObject. So what should i do for my problem? please help me.

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avatar image Owen-Reynolds · Jan 18, 2013 at 04:14 PM 0
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If you aren't using rigidbodies for movement, then you are either using a characterController or are moving objects some other way. The fix depends knowing how your movement works.

If it's a CC, they are a pain, but there are lots of threads here about dealing with them.

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Answer by Owen-Reynolds · Jan 18, 2013 at 05:49 AM

For things that need a "fake" rigidbody (often to connect hinges to stationary walls,) add one and check isKinematic. That will disable it, but it still counts as one.

Also, if the moving object has a rigidbody, then the other one doesn't need one.

EDIT: OnCollision* will only fire when the physics engine moves a "real" rigidbody -- not if you move them together. But OnTrigger* will fire if at least one object is an RB, even kinematic.

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avatar image cuongkimh4 · Jan 18, 2013 at 06:34 AM 0
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i used rigidbody.is$$anonymous$$inematic but it's not true for my purpose because if i used it, my gameObject go through the collider of my game.

avatar image $$anonymous$$ · Jan 18, 2013 at 04:26 PM 0
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of course, because if it couldn't move through it, it would be a rigidbody.. that's the point.

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