• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
2
Question by kaiyum · Feb 18, 2015 at 01:43 PM · physicsrigidbodyiskinematic

Iskinematic: how does it work?

Hi, I knew the functions of IsKinematic option of rigidbody component as follows in the past, until one of my co-workers said something different.

"If I want a gameobject(which has a rigidbody attached to it) to move-rotate according to physics engine used by unity, then I untick this option. Meaning IsKinematic will be FALSE. If however I want this gameobject to move/rotate according to scripts, then I must tick this option. Thus IsKinematic will be TRUE."

Whats you view on this?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by tanoshimi · Feb 18, 2015 at 02:04 PM

Your colleague is correct.

Comment
Add comment · Show 5 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image kaiyum · Feb 18, 2015 at 02:08 PM 0
Share

"If I want a gameobject(which has a rigidbody attached to it) to move-rotate according to physics engine used by unity, then I untick this option. $$anonymous$$eaning Is$$anonymous$$inematic will be FALSE. If however I want this gameobject to move/rotate according to scripts, then I must tick this option. Thus Is$$anonymous$$inematic will be TRUE."

This is my view, I did not say my colleague's view. He said something different. Such as:

"If two collider interact, then to make one fixed on its position, we set fixed collider's rigidbody as iskinematic=true."

avatar image fafase · Feb 18, 2015 at 02:17 PM 1
Share

Then you are right.

For once, the doc clearly explains this variable.

http://docs.unity3d.com/ScriptReference/Rigidbody-is$$anonymous$$inematic.html

But your colleague is also right in what he says. if you set a rigidbody to is$$anonymous$$inematic then physics will not affect that object transform.

avatar image kaiyum · Feb 18, 2015 at 02:32 PM 0
Share

Physics will not affect, but I can certainly move the object with script, can't I?

avatar image tanoshimi · Feb 18, 2015 at 02:34 PM 0
Share

Yes.......

avatar image kaiyum · Feb 18, 2015 at 05:06 PM 0
Share

thanks for the input guys.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

20 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Activate physics when animation ends 0 Answers

Is there a way to set isKinematic off only when there is a collision and that collision affect the rigidbody? 0 Answers

Disabling isKinematic on a hinge joint at runtime - keeping motion to axis 0 Answers

Rigidbody not responding after toggling isKinematic 2 Answers

Why do I get OnTriggerExit upon collision when a rigidbody is kinematic? (example) 3 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges