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Question by 0mr_ashutosh0 · Dec 06, 2014 at 06:50 AM · gameobjectphysicseditorphysics2dphysics settings

Make GameObject Independent of Editer Physics

HI, I want my Game object to be completely independent of Unity's Physics, and make him do things by Scripts. ( like detect collision, detect trigger, move around with buttons )

What changes i should make in my editor ? and what things i should apply to it from physics component.( assume that it is Empty gameobject )

Thank you

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Answer by tanoshimi · Dec 06, 2014 at 07:02 AM

Only objects with (non-kinematic) rigidbody components will be affected by Physics. If you don't want the physics engine to affect your object, simply don't add that component.

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avatar image 0mr_ashutosh0 · Dec 06, 2014 at 07:05 AM 0
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in order to detect the trigger i need to have the rigidbody right ? but should i tick on 'is kinematic' ?

avatar image Bunny83 · Dec 06, 2014 at 07:20 AM 0
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@0mr_ashutosh0: Sure, if you want trigger messages you have to attach at least a kinematic rigidbody. $$anonymous$$eep in $$anonymous$$d that you also need at least one collider (can be a trigger)

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