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Question by NewPath · Jun 25, 2015 at 11:10 PM · transformrigidbody physics

Is a kinematic rigidbody preferred over manually transforming gameObject?

If all I need to accomplish is some basic object transformations (e.g. move to another position, change scale) and I don't need any physics interaction, is there any reason to attach a kinematic rigidbody to the object, or is it less overhead to just perform the transforms manually?

I suppose the second part of the question is, what exactly is the point of a kinematic rigidbody? If rigidbodies are used for physics and the kinematic setting disables physics, why have it at all?

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Answer by zach-r-d · Jun 25, 2015 at 11:16 PM

Manually editing object transforms is definitely preferred when the object does not need physics interaction; it will indeed have less overhead.

Setting rigidbodies to kinematic does not disable physics; it essentially "freezes" the object so that it cannot be affected by forces, joints, or collision response (collisions will be detected, but the collision response force will do nothing). This way, its physical behavior can be completely determined by script or animations.

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avatar image NewPath · Jun 25, 2015 at 11:26 PM 0
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Thanks for the response. Does that mean the kinematic setting is really only useful if you have an object that will react to physics sometimes, but need to disable it sometimes?

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