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If isKinematic is enabled, Forces, collisions or joints will not affect the rigidbody anymore. As explained in rigidbody documentation page, when the property isKinematic is set to true, collisions won't be checked anymore. There is something important to understand: the role of the Rigidbody and the one of the Collider. Rigidbody gets all the Physics ...


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You can view the particle system settings in the inspector and check on the collision box and specify what it should collide with. The first spell that hits normally is because the two collide. The second spell needs to have collision added to the particles since the transform is not actually near the enemy to perform a typical collision.


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By default, a RigidBody will not emit a signal when it collides with another RigidBody. This is usually a good thing, as RigidBodies may collide frequently, and could fire many signals that you don't care about, negatively impacting performance. If you do care about detecting RigidBody collisions, you should set RigidBody.contact_monitor to true and ...


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This question still comes up on Google and I came up with a neat way to solve interpolating the location during a collision, so I am posting here in hopes it will help someone else stumbling here. This is based on a physics system as explained in the Gaffer on games blogs, where you have an accumulator and interpolate positions between the steps. ...


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