Kinematic objects are objects whose movement is defined by you as a game creator via animation.
Kinematic objects can collide with dynamic objects, but they will not be affected by collisions, forces, or any other part of the physics system. The collision response of kinematic objects is up to you. This type of object is perfect for moving platforms, doors, moving obstacles, flying arrows, etc.
To make an object kinematic select an object in a scene in the Edit mode, go to the Physics tab in the Inspector panel, and turn the Physics on. Change the type of the Rigidbody to Kinematic. In the example below, you can see the Physics tab with the settings for a kinematic box object.
Kinematic objects have the following parameters:
- Friction. The friction of a kinematic object defines how easily other objects will slide over its surface. By default, the friction is set to 100. If you set the friction of a kinematic object to 0, dynamic objects will slide endlessly over its surface.
- Bounciness. The bounciness of a kinematic object defines how far other objects will move away from its surface after they hit it. By default, the bounciness is set to 50. The higher the value, the bouncier the surface of a kinematic object will be. If you set the bounciness of a kinematic object to 0, dynamic objects will not bounce on or off its surface at all.
- Wall. This setting is used to define whether or not a game character can climb up a given object.
- Rigidbody Enabled/Disabled
- Rigidbody Type
- Position X/Y/Z
- Rotation X/Y/Z
- Scale X/Y/Z