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This question was closed Sep 28, 2013 at 10:00 AM by Fattie for the following reason:

Duplicate Question

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Question by Simbah · Sep 28, 2013 at 02:49 AM · physicsrigidbodycolliderphysics settings

How to force rigidbody to ignore other rigidbodies?

I'm creating a top down twin-stick shooter and I have major problems with my collision settings.

I would like that when my Player and Enemy - objects collide they wouldn't transfer force into each other. I've tried to make the objects Kinematic, but if both of them are kinematic, they will pass through each other and I don't want that. Same happens if I restrain all movement from the rigidbody. It seems that if the objects have the same physics ignoring settings, they will go through each other.

I figure I could try to restrain movement through unwanted places from code which would make rigidbody useless, but that seems to be too complicated for such a simple thing.

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avatar image robertbu · Sep 28, 2013 at 03:16 AM 0
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I don't know you could make this work if you don't want them to pass through each other. Imagine two objects heading straight towards each other and hitting head on. You don't want to transfer force, so they will want to keep going in the same direction, but since each is in the way of the other, they cannot keep going. Stalemate/unsolvable.

If you one one of the two objects to be largely unaffected by the impact, you can dramatically up the mass of that object. Then the force transferred will have little or no impact on the movement of the object. And there may be other hacks to get what you want if explain a realistic goal.

avatar image Seth-Bergman · Sep 28, 2013 at 03:45 AM 0
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probably you should be using CharacterControllers, rather than rigidbodies

http://docs.unity3d.com/Documentation/Components/class-CharacterController.html

http://docs.unity3d.com/Documentation/ScriptReference/CharacterController.html

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