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Question by davsalisbury · Nov 28, 2017 at 03:48 PM · collidertriggeriskinematic

Can 2 colliders with IsKinematic rigidbodies trigger?

I am building a simulator to help track a world I am building. I am trying to create "Spheres of Influence" that grow or shrink due to various factors, and when these Spheres intersect, I want to simulate some sort of interaction.

For example, I have a "Baron" Sphere of Influence living in a castle on a map. I also have a "Bandits" SOI living in a nearby farmstead. As the Baron gains wealth or troops, his SOI grows over time, and as the Bandits loot and pillage, their SOI grows over time. I simulate this by changing the radius of the sphere collider on their markers on the map. Once the spheres intersect, I want to simulate something like "The Baron sends out the troops to kill the bandits".

These markers don't move, so I don't really need any physics. I have a rigidbody on both so that the colliders will work, but since I don't need any physics I turned them both IsKinematic = true, and I am using OnTriggerEnter to handle when the colliders, well, collide.

But when I have both entities with IsKinematic = true, the Trigger collision does not happen. However, if 1 or both have IsKinematic = false, the Trigger collision works.

I just don't like paying for physics I don't really need. What am I missing here? I would think that 2 IsKinematic colliders would still OnTrigger each other, right?

Edit: Both colliders have IsTrigger = true;

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