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I am building a game in Unity in C# using the UNET networking elements.

I am trying to figure out what is the performance cost of kinematic rigidbodies?

My understanding is that, when kinematic, rigidbodies are outside the physics system and therefore are not as resource-heavy as non-kinematic rigidbodies.

For my game, I will need to use a lot of kinematic rigidbodies in the scene, because they are used to detect collisions between player-placed objects (with box colliders) and the rigidbodies. All the objects instantiated in the scene will therefore need a kinematic rigidbody to allow this collision checking to take place.

Thanks very much for your help.

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